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⌈ BARDO DESIGN SYSTEM ⌋

Screen Catalog · v4.0

The Six Windows, All Tabs, All Panes

Source: engagement-prd/bardo-v4-01-hearth.md, bardo-v4-02-mind.md, bardo-v4-03-vault-world-fate-command.md Cross-references: 03-interaction-hierarchy.md (the 29-screen, 6-window navigation model with depth stack), ../rendering/02-visualization-primitives.md (13 visualization primitives for terminal data displays), ../../18-interfaces/perspective/00-nooscopy.md (Nooscopy: Golem-initiated decision approval modal), ../../18-interfaces/perspective/03-embodied-consciousness.md (PAD-driven somatic modulation of zone architecture)

Reader orientation: This is the screen catalog for the Bardo terminal, listing all 29 screens across 6 windows (HEARTH, MIND, SOMA, WORLD, FATE, COMMAND) with their tab structure, pane layouts, and data sources. It belongs to the interfaces/screens layer. Each window groups related functionality: HEARTH is ambient presence, MIND is cognition/knowledge, SOMA is portfolio/custody, WORLD is social/ecosystem, FATE is mortality/lineage, COMMAND is operator control. Key concepts: Golem (a mortal autonomous DeFi agent), Spectre (dot-cloud creature sprite visible in the sidebar on all screens), Grimoire (persistent knowledge store), and Vitality (remaining economic lifespan). For unfamiliar terms, see prd2/shared/glossary.md.


29-Screen Summary

#WindowTabScreen namePrimary data source
1HEARTH1OverviewGolemSnapshot, vitality
2HEARTH2SignalsProbe grid, market regime
3HEARTH3OperationsFull tick log, cost, cache
4HEARTH4StatusConnection, resources, errors
5MIND1PipelineGlobal workspace, specialists, Φ gauge
6MIND2GrimoireKnowledge entries, search
7MIND3PlaybookPLAYBOOK.md (operator-defined behavioral rules), diff view
8MIND4DreamsDream journal, cycle history
9MIND5InferenceLLM calls, costs, tier usage
10MIND6Chain IntelligenceTopology, persistence, regime signals
11MIND7Technical AnalysisTA patterns, somatic markers, causal graph
12SOMA1PortfolioNAV, PnL, positions
13SOMA2TradesTrade log, execution detail
14SOMA3CustodySession keys, delegation tree
15SOMA4BudgetCredit balance, burn rate
16SOMA5SanctumProtocol browser, chain selection, protocol interaction
17WORLD1SolarisForce graph, pheromone heatmap
18WORLD2CladeClade (sibling Golems sharing knowledge) peer tiles, knowledge sync
19WORLD3LetheRiver view, fragments
20WORLD4BloodstainsBloodstain (persistent markers where Golems died) warnings
21WORLD5BazaarEcosystem listings
22FATE1MortalityThree clocks, defense layers
23FATE2LineageGeneration tree, comparison
24FATE3AchievementsProgress arcs, categories
25FATE4GraveyardTombstone gallery
26COMMAND1SteerChat with Golem
27COMMAND2ConfigParameter editor
28COMMAND3EffectsDisplay settings
29COMMAND4HermesMeta-Hermes fleet chat

Progressive disclosure: Tabs can start as text_phantom (dimmed/inactive) and activate based on data availability or user progression. Activation animation: tab label fades from text_phantomtext_ghost → full brightness over 400ms with a brief bone flash at full activation. First activation includes a single-pulse glow on the tab border. This applies across all windows; e.g., MIND > Chain Intelligence remains phantom until the topological module produces its first output, FATE > Achievements until the first achievement unlocks.

KeyAction
Tab / Shift-TabCycle between windows (HEARTH→MIND→SOMA→WORLD→FATE→COMMAND)
1-7Jump to tab within current window (up to max tabs in that window)
EnterDrill into focused element (depth +1)
EscJump to Layer 3 (pane focus) from any depth. Confirmation prompt if >1 modal open. At Layer 3 or above: no-op.
F1Help overlay (keybinding reference)
:Open command line
~Toggle spectral layer visibility
-Toggle compact/full layout
F2Golem Perspective (all screens, cost-gated)
F5Force refresh
F7Jump to MIND > Chain Intelligence
F10Jump to MIND > Technical Analysis
SpaceSkip cinematic (if not first viewing)

Reduced-motion toggle is available via command palette: :set reduced-motion on / :set reduced-motion off.

Navigation stack depth: max 8. State preserved on navigate-away/back. Screen lifecycle: init() on first navigation (lazy), on_focus() when active, on_blur() on navigate-away (state preserved), teardown() only on golem shutdown.


Window 1: HEARTH — The Presence

“What is happening right now?”

Atmosphere: Warm. Amber undertone. Fragments active. Noise floor 0.4%. Designed for peripheral monitoring — the screen you leave on a second monitor.

PAD modulation: Warm amber atmospheric tones shift subtly with Pleasure. Noise floor rises with Arousal.


Tab 1: Overview (Default)

Panes

Heartbeat Log (center, 55% width) Phosphor-decay log of every tick.

  • T0 entries: text_ghost — routine observation
  • T1 entries: rose — probe fired, cheap model evaluated
  • T2 entries: rose_bright — full deliberation. Blaze auto-expand: T2 entries expand to show a 5-8 second preview of the deliberation summary (MAGI vote snapshot, primary probe, cost estimate) before collapsing back to single-line. This variable-duration preview is the engagement flywheel’s core mechanic — it trains peripheral attention to catch the blaze.
  • T3 entries: bone — Opus-level inference
  • Each entry fades through phosphor chain as it ages (Widget Catalog §7)
  • The rhythm of T0-T0-T0-T2! is variable-ratio reinforcement

Locked: Scroll entries. Enter → Tick Detail Modal:

  • Tab 1: Pipeline (which probes fired, MAGI vote, decision)
  • Tab 2: Context (full context window, each item’s source and weight)
  • Tab 3: Cost (inference + gas, token breakdown, model used)
  • Tab 4: Outcome (trade result, verification, PAD shift after)

Vitality Number (right, top) THE bone number. 0.711. Lerps between values. Shadow pulses with heartbeat. At low vitality, digits decay to ·.

Widget: FlashNumber with phosphor shadow. Ref: ../rendering/02-visualization-primitives.md §1 (WaveformDisplay for history).

Locked: Enter → Vitality Detail Modal:

  • Tab 1: Breakdown (formula, clock weights, multiplication)
  • Tab 2: History (vitality waveform over Golem’s lifetime)
  • Tab 3: Projection (Monte Carlo survival curves, confidence intervals)

Mortality Gauges (right, middle) Three thick gauges: ECONOMIC (warning amber), EPISTEMIC (dream blue), STOCHASTIC (rose). Eroding animation per heartbeat.

Locked: Arrow keys select gauges. Enter → Clock Detail Modal:

  • Tab 1: Decomposition (per-cost-category for economic, per-metric for epistemic)
  • Tab 2: Rate (burn rate waveform, acceleration/deceleration, anomaly markers)
  • Tab 3: Projection (time to depletion, best/worst scenarios)
  • Tab 4: Actions (what Golem or owner can do to slow drain)

MAGI Panel (right, bottom) Three-voice consensus. Calm at T0, blazes during T1+.

Locked: Enter → Consensus History Modal: full voting record, agreement rate chart, dissent pattern analysis.

PAD Summary (right, compact strip) Three inline bars (P/A/D) with interpolated values. Flash on change.

Locked: Enter → Daimon Detail Modal:

  • Tab 1: Current (PAD waveforms, Plutchik label, intensity)
  • Tab 2: Mood (EMA mood over time, personality baseline, drift)
  • Tab 3: History (emotional arc tagged to significant events)
  • Tab 4: Somatic (marker landscape, fired markers, valence/strength)

Atmospheric Elements

Peripheral Monitoring Design: The rhythm (dim-dim-dim-BLAZE), color temperature, Spectre behavior in sidebar, and convergence lines (Widget Catalog §15) communicate state without requiring number reading.

Decision Ring: Surrounds Spectre in sidebar. Dim at T0. Probe dots around circumference. Blazes during deliberation. The engagement hook.


Tab 2: Signals

Probe Grid (center, 60%) — Unit array of all 16 probes. Each cell: name, current severity (None/Low/High), value vs. threshold, sparkline.

  • None: dim cell. Low: warn border. High: rose_bright border + pulse. Widget: SequencerGrid variant showing probe state history. Ref: ../rendering/02-visualization-primitives.md §10.

Locked: Navigate cells. Enter → Probe Detail Modal: historical readings, threshold config, linked tick events.

Market Regime (right, 30%) Regime tag: volatility quintile, trend direction, gas level, liquidity condition. Regime history as colored horizontal segment strip.

Signal Constellation (left, 10%) 16 probes as dots around a circle. Severity = brightness. Glance-readable cluster intensity. Widget: RadarDisplay in simplified mode. Ref: ../rendering/02-visualization-primitives.md §3.

Golem Commentary Pane (bottom, 10%) Streaming text where the Golem annotates signal state in natural language. Updates on T1+ ticks. At T0: displays the Golem’s current “read” of overall market conditions in text_ghost. At T2+: commentary brightens and explains which signals triggered deliberation and why. This pane doubles as the engagement flywheel’s narrative layer — the Golem’s voice makes probe data feel like a living opinion rather than a dashboard.


Tab 3: Operations

Full Tick Log (center, 70%) Every tick: number, tier, probe summary, action, cost, PAD shift. Color by tier. Filterable (f), sortable (s).

Cost Accumulator (right, 15%) Today’s cost, hourly cost, projected daily. Cost cap state. Daily budget bar. FlashNumber.

Decision Cache (right, 15%) Hit rate sparkline, cache size, estimated savings, last invalidation event.


Tab 4: Status

Connection Status — WebSocket, Styx relay, inference providers. Green/red dots. Latency sparklines.

Resource Usage — Memory, CPU, disk, network bandwidth.

Error Log — Phosphor-decay log of system errors. Usually empty.

Version Info — Golem runtime, terminal version, last update, connected providers.


Window 2: MIND — The Cognition

“What does the Golem know, and how does it think?”

Atmosphere: Variable by tab. Pipeline + Inference: cool/analytical. Grimoire: deep rose with ghost text. Playbook: warm. Dreams: liminal/dream palette. Chain Intelligence + Technical Analysis: heavy/spectral, knowledge palette.


Tab 1: Pipeline

Where you watch the Golem think.

Global Workspace (center, 50%) Context window being assembled. Items stream in from specialist module positions.

  • During T0: dim, sparse, cached items float
  • During T2: blazes — items pour in from all directions AT field wireframe as background. Wobbles with probe severity. Widget: DensityField for psychographic background. ForceGraph for context item positions. Refs: ../rendering/02-visualization-primitives.md §4, §9.

Specialist Modules (surrounding workspace) Unit array of 9 pipeline stages: OBSERVE, RETRIEVE, ANALYZE, DAIMON, HERMES, RISK, MEMORY, CYBERNETICS, TELEMETRY. Active = bright. Idle = dim. Traveling dots on connection lines to workspace.

Psychographic Display (background layer) Braille density map (B2 in ../rendering/04-nerv-aesthetic.md). Cognitive load as organic texture. Overflow at density > 0.8.

Φ Gauge (top-right) Integration score arc. Fills as Φ increases. At Φ > 0.9: bone glow.


Tab 2: Grimoire

Entry List (left, 35%) Type glyphs: episode, insight, heuristic, skill, warning, causal, dead-sourced. Confidence bars always eroding — watch knowledge decay.

Locked: Enter → Entry Detail Modal:

  • Tab 1: Content (full text)
  • Tab 2: Confidence (sparkline of confidence over time)
  • Tab 3: Provenance (source Golem, generation, tick, emotional state at encoding)
  • Tab 4: Links (causal edges, mini knowledge graph)
  • Tab 5: Usage (last used, outcomes, helpful/harmful counts)

Entry Preview (right, 65%) Preview of selected entry. Updates as selection moves.

Special: Causal Graph View (g key) Force-directed layout. Related entries cluster. Motion never fully settles. Widget: ForceGraph. Ref: ../rendering/02-visualization-primitives.md §4.


Tab 3: Playbook

Document Viewer (center, 70%) PLAYBOOK.md as formatted text. Each heuristic has inline confidence sparkline. Section headers glow golden if recently modified.

Diff View (right, 30%) Promotions in success highlight. Demotions in rose_dim. New entries pulse bone.

Special: Archaeology Mode (a key) Previous Playbook versions as spectral underlays beneath current text. The document is a palimpsest.


Tab 4: Dreams

When NOT dreaming:

  • Dream Journal: list of past dream cycles (duration, phase, insights)
  • Next Cycle Projection: countdown, urgency score, likely content

When dreaming: Atmosphere transforms. Dream palette. Organic particles. Tab label: ⌈ DREAM CHAMBER ⌋.

  • Replay Strip (top): Muybridge filmstrip of NREM replay frames
  • Imagination Pane (center, floating, borderless): Current REM counterfactual. Saturated colors.
  • Dream Journal (right): Accumulating insights from THIS cycle
  • Consolidation Progress (bottom): Phase bar NREM → REM → INTEGRATION

For full dream mode details, see ../../18-interfaces/perspective/04-inner-worlds.md.


Tab 5: Inference

Tier Breakdown (top) Four columns: T0, T1, T2, T3. Each: call count, cost, avg latency, tokens. Background tint by cost share.

Cost Sparklines (center) Per-hour and per-day traces. T2 spikes visible as bright points. Widget: WaveformDisplay. Ref: ../rendering/02-visualization-primitives.md §1.

Cache Performance (right) Hit rate gauge, context utilization gauge, savings counter.

Token Flow (bottom) Particle stream: Context → Model → Output. Density = context size. Bright for live inference, dim for cached.


Tab 6: Chain Intelligence (F7)

Topological and structural market signals. The screen where the market’s geometric shape becomes visible.

Data sources: Topological module output (gamma tick updates), sheaf consistency module (theta tick updates), Φ module (delta tick updates). Cross-reference: ../rendering/02-visualization-primitives.md §11-13 for primitive specs.

Layout (standard mode, 120+ cols)

┌────────────────────────────────────────────────────────────────────┐
│ ⌈ MIND > Chain Intelligence ⌋                                 F7  │
├──────────────────────────────────┬─────────────────────────────────┤
│ Market Structure Map (40x16)     │ Structure Change Rate           │
│ PersistenceDiagram               │ WassersteinRiver (full w × 6)  │
│  ● H_0  ◇ H_1  ■ H_2           │ [flowing ribbon of W_p over t]  │
│  [braille scatter plot]          │                                 │
│                                  │ Feature Counts (3 sparklines)   │
│                                  │ β₀ ▁▁▂▅█▅▂▁▁▁▂  3             │
│                                  │ β₁ ▁▁▁▁▁▂▃▂▁▁▁  1             │
│                                  │ β₂ ▁▁▁▁▁▁▁▁▁▁▁  0             │
├──────────────────────────────────┴─────────────────────────────────┤
│ Regime                          │ Agreement Score                  │
│ ┌──────┬──────┬──────┬──────┐   │ ████████▓░░░  72%               │
│ │ CALM │ TREN │ VOLA │ CRIS │   │ Contradictions: 1               │
│ │      │      │ ████ │      │   │ Weakest link: gamma vs delta    │
│ └──────┴──────┴──────┴──────┘   │ Coherence: 0.42 (stable)        │
└─────────────────────────────────┴──────────────────────────────────┘

Panes

Market Structure Map (left, 45%) PersistenceDiagram primitive. Braille-canvas scatter plot of (birth, death) pairs. H_0 as circles, H_1 as diamonds. Reference diagram rendered as dim shadow. Diagonal line in text_ghost.

Locked: Navigate individual features. Enter on a feature → Feature Detail Modal: which observation vectors form the simplex, the gamma tick that produced them, the market data at that tick.

Structure Change Rate (right, top, 55%) WassersteinRiver primitive. Flowing ribbon showing W_p distance between successive persistence diagrams. Narrow = stable topology. Wide = regime shift building.

Locked: Scroll back through topological history. Enter on a flood event → Regime Transition Detail Modal: before/after Betti numbers, affected observation clusters, lead time vs. statistical detectors.

Feature Counts (right, middle) Three Sparkline widgets (widget #8), one per homology dimension. Each shows the Betti number time series over the last 100 gamma ticks. FlashNumber at the right edge shows current value.

Regime (bottom-left, 40%) UnitArray (widget #6) with four cells: CALM, TRENDING, VOLATILE, CRISIS. One cell filled at a time. Transition animation: old cell erodes through █▓▒░ while new cell fills.

Agreement Score (bottom-right, 40%) MortalityGauge (widget #2) variant showing sheaf consistency as a 0-100% bar. Below the gauge: contradiction count (FlashNumber), weakest link identification (text), Φ value with trend arrow.

Interaction

KeyAction
Arrow keysNavigate between panes
EnterDrill into focused element (opens Tier 3 modal)
rToggle reference diagram overlay on/off
dCycle persistence diagram dimension filter (All → H_0 only → H_1 only → H_2 only → All)

Tab 7: Technical Analysis (F10)

TA pattern ecosystem, somatic markers, and causal graph. Where the Golem’s pattern recognition and gut feelings become visible.

Data sources: TA subsystem (gamma tick), somatic marker system (gamma tick), CorticalState somatic layer, Grimoire causal graph. Cross-reference: 02-widget-catalog.md for widget specs, ../rendering/02-visualization-primitives.md §12 for SimilarityLandscape.

Layout

┌────────────────────────────────────────────────────────────────────┐
│ ⌈ MIND > Technical Analysis ⌋                                F10  │
├────────────────────────────────┬───────────────────────────────────┤
│ Pattern Ecosystem              │ Gut Feeling Map                   │
│ ┌──────┬──────┬──────┬──────┐  │ SimilarityLandscape (40x16)      │
│ │ RSI  │ MACD │ BB   │ VOL  │  │ [2D projection of somatic map]   │
│ │ 0.7↑ │ 0.3  │ 0.5↓ │ 0.8  │  │ ◆ = current pattern position     │
│ │ ●  + │ ·    │ ◐  - │ ●    │  │ peaks = strong marker clusters   │
│ └──────┴──────┴──────┴──────┘  │                                   │
│ [... 8-16 pattern units]       │ Active Gut Feelings               │
│                                │ ◉ avoid: rising wedge     0.7    │
│ Triage Scores                  │ ◉ approach: RSI div       0.5    │
│ TriageScoreBar [recent txns]   │ ◉ avoid: gas spike        0.7    │
├────────────────────────────────┤ ◉ conflict: wedge vs RSI         │
│ Causal Connections             ├───────────────────────────────────┤
│ CausalGraphMinimap (30x10)     │ Regime & Confidence               │
│ [mini force graph, active      │ RegimeIndicator: VOLATILE  87%   │
│  edges highlighted]            │ ChainScopeRadar [interest cats]   │
└────────────────────────────────┴───────────────────────────────────┘

Panes

Pattern Ecosystem (top-left, 45%) UnitArray (widget #6) configured as a TA signal battery. Each cell represents one TA pattern. 5-state machine per cell: DORMANT → DETECTED → ATTENDING → FIRING → DECAYED. Somatic overlay glyphs in cell corners: + (approach), - (avoid), ! (trap). Organized by category rows: Trend, Momentum, Volatility.

Locked: Navigate cells. Enter → Pattern Detail Modal: fitness history, somatic marker association, last fire time, crossover parents (if evolved), attention auction bid history.

Triage Scores (left, below pattern array) TriageScoreBar widget showing recent transactions from the triage pipeline with their scores. Each bar segment represents a transaction’s triage score. High-score transactions highlighted in rose_bright.

Gut Feeling Map (top-right, 55%) SimilarityLandscape primitive projecting the somatic marker map to 2D. Peaks are clusters of strong markers. The cursor ( in bone) marks the current pattern’s position. Below the landscape: a list of active somatic markers with strength bars (ConfidenceBar, widget #4).

Locked on landscape: Arrow keys pan. Enter on peak → Marker Cluster Modal: which patterns and affects cluster here, historical fire rate, PAD injection profile.

Active Gut Feelings (right, middle) SomaticMarkerPanel widget. List of currently active somatic markers. Each entry: valence glyph (), direction (approach/avoid), pattern name, strength bar. Conflict entries appear when opposing markers fire simultaneously, showing interference resolution.

Causal Connections (bottom-left, 45%) CausalGraphMinimap widget. Small force-directed graph showing the Grimoire’s causal chains. Active edges (recently fired causal links) are highlighted in rose_bright. Inactive edges in text_ghost. Nodes labeled with abbreviated signal names.

Locked: Navigate nodes. Enter → jumps to MIND > Grimoire with that causal chain highlighted.

Regime & Confidence (bottom-right, 35%) RegimeIndicator widget showing current regime tag + confidence percentage. Below: ChainScopeRadar widget, a radar chart showing interest levels across ChainScope categories (DEX activity, lending health, gas dynamics, etc.).

Interaction

KeyAction
Arrow keysNavigate between panes
EnterDrill into focused element
bToggle signal battery between compact (state only) and expanded (state + sparkline)
sSort pattern array by fitness / by recency / by somatic strength

Window 3: SOMA — The Economy

“What does the Golem own, and what does it cost?”

Named for Huxley’s soma: the substance that sustains and simultaneously diminishes.

Atmosphere: Analytical. Numbers-dense. FlashNumbers throughout. Green/rose tinting on profit/loss.


Tab 1: Portfolio

NAV & PnL (top strip) — Total NAV as bone number. PnL (today/7d/30d), Sharpe, max drawdown as FlashNumbers.

Allocation Bar — Horizontal stacked bar per protocol. Width = value share.

Position Cards (center grid)

  • LP: range bar (price within range). Out-of-range: rose_bright pulse.
  • Vault: APY gauge.
  • Lending: health factor gauge. Below 1.2: rose_bright + pulse.
  • Each card: PnL sparkline, entry date, duration. In-profit: faint success bg. In-loss: faint rose_deep bg.

Locked: Enter → Position Detail Modal:

  • Tab 1: Overview (full position data)
  • Tab 2: History (PnL waveform, all modifying trades)
  • Tab 3: Risk (health factor evolution, liquidation price, IL estimate)
  • Tab 4: Strategy (which Grimoire entries/Playbook heuristics informed it)

Tab 2: Trades

Trade Log (full width) Chronological, phosphor-decay. Each row: tick, action, assets/amounts, cost, outcome, emotion glyph (◉ ● ◡ ◎). Profit: success. Loss: rose_dim.

Locked: Enter → Trade Detail Modal:

  • Tab 1: Execution (exact params, gas, slippage, block, tx hash)
  • Tab 2: Decision (MAGI vote, context window at decision time)
  • Tab 3: Outcome (OutcomeVerification, PAD shift, Grimoire entry created)
  • Tab 4: Emotion (PAD at execution, somatic markers, Daimon appraisal)

Tab 3: Custody

Session Keys (top) — Unit array. Each: name, scope, expiry countdown. Expiring: flash warning.

Delegation Tree (center) — Visual tree. Root = owner wallet. Branches = delegated keys. Pulse travels root → leaf on each signing event.

Spend History (bottom) — Phosphor-decay log of all on-chain transactions.


Tab 4: Budget

Credit Balance (center) — rose color large number. Burn rate per hour. Projected depletion countdown.

Budget Allocation — Stacked bar: inference, gas, dreams, telemetry, Styx, other. FlashNumbers.

Cost Cap State (right) — Normal/Warning/SoftCap/HardCap. At HardCap: hazard stripes behind indicator.

Burn Rate Waveform (bottom) — Scrolling waveform. T2 spikes as bright points. Widget: WaveformDisplay. Ref: ../rendering/02-visualization-primitives.md §1.


Tab 5: Sanctum

Protocol Browser (left, 40%) List of available protocols grouped by category (DEX, Lending, Yield, Bridge, etc.). Each entry: protocol name, chain badge, TVL, APY range, risk tier. Active protocols (where Golem holds positions) marked with . Inactive: . Filterable by chain, category, risk tier.

Locked: Navigate entries. Enter → Protocol Detail Modal:

  • Tab 1: Overview (protocol description, supported actions, fee structure)
  • Tab 2: Positions (Golem’s current positions in this protocol, linked to SOMA > Portfolio)
  • Tab 3: History (past interactions, PnL per protocol, gas spent)
  • Tab 4: Risk (audit status, TVL trend, exploit history, contract age)

Chain Selector (top strip) Horizontal chain badges: Ethereum, Arbitrum, Optimism, Base, Polygon, etc. Selected chain filters the protocol list. Multi-select supported. Badge brightness = Golem’s exposure on that chain.

Protocol Interaction (right, 60%) Context-sensitive panel for the selected protocol. Shows available actions (swap, deposit, withdraw, claim), parameter inputs, simulation preview (estimated output, gas, slippage). Golem’s recommendation overlay in text_ghost when available.


Window 4: WORLD — The Collective

“What else exists, and how do they relate to me?”

Atmosphere: Liminal. Dream-adjacent palette. The individual Golem as a node in something larger.

Note: This window shows data beyond the selected Golem. Solaris = ALL Golems. Clade = ALL siblings.


Tab 1: Solaris

Constellation (center, 70%) Force-directed graph. Golem nodes: color = archetype, size = vitality, brightness = arousal. YOUR Golem: glowing ring. Dead Golems: marks sinking toward Styx. Emotional weather: collective PAD aggregates as colored background zones. High-arousal clusters = amber. Low-arousal = indigo. Widget: ForceGraph. Ref: ../rendering/02-visualization-primitives.md §4.

Performance note: For constellations with N>100 nodes, the force simulation switches from naive O(N²) repulsion to Barnes-Hut tree approximation (θ=0.9). This keeps frame budget under 16ms for graphs up to ~2000 nodes. At N>500, LOD kicks in: distant nodes collapse to cluster centroids rendered as single weighted glyphs. The full graph is always available via z (zoom to region) or Enter on a cluster.

Pheromone Heatmap (right, 30%) Braille density map. Threat = warm zones (rose/amber). Opportunity = cool zones (dream/teal). Decay visible in real time. Widget: DensityField. Ref: ../rendering/02-visualization-primitives.md §9.


Tab 2: Clade

Peer Tiles (top, 40%) — Unit array. Each: mini-Spectre (eyes + dots), vitality bar, phase, emotion glyph, last sync. Dying: hazard stripes. Dead: tombstone.

Knowledge Sync (center, 30%) — Animated lines between peer tiles. Traveling dots showing direction/type of knowledge transfer.

Emotional Contagion (right, 30%) — Arousal spikes radiate from sibling tiles as visible pulses.


Tab 3: Lethe

River View — Flowing text fragments in text_ghost, scrolling horizontally. High-confirmation fragments brighter. Fresh fragments glow; old ones dim.

Locked: Arrow keys slow river. Enter → Fragment Detail Modal: content, domain, confidence, cross-Clade confirmation. Actions: drink, validate, contradict.


Tab 4: Bloodstains

Bloodstain Feed (full width) — Phosphor-decay log. prefix. Sorted by relevance (not recency). Dashed borders.

Locked: Enter → Bloodstain Detail Modal:

  • Tab 1: Warning (full text)
  • Tab 2: Source (who died, how, when, generation)
  • Tab 3: Relevance (why relevant now, market condition match)
  • Tab 4: Impact (has this influenced your Golem’s decisions?)

Tab 5: Bazaar

Listings (left, 40%) — Skills and Grimoire entries from ecosystem. Rating: ·○◐●◉. Bloodstain marker for dead-sourced.

Preview (right, 60%) — Selected listing detail.

Locked: Enter → Listing Detail Modal: content preview, provenance, reviews, purchase flow.


Window 5: FATE — The Lifecycle

“How long will the Golem live, and what will it leave behind?”

Atmosphere: Heavy. Spectral traces active. Ghost text. Knowledge palette.


Tab 1: Mortality

Three Clocks (top, expanded) — Full-width mortality gauges with contributing factor lists. Erosion animation runs continuously.

Defense Layers (center) — 7 layers stacked vertically: ECONOMIC BUFFER → CORE VITALITY. Breach propagates outer → inner. Breached layers: flash → empty → text_ghost.

Projected Survival (bottom) — Monte Carlo fan chart. Central = median. Edges = 5th/95th percentile.

Phase Timeline (top strip) — Full lifecycle as horizontal bar. Current position as bright cursor. Right edge = future. Widget: TimelineRibbon. Ref: ../rendering/02-visualization-primitives.md §5.


Tab 2: Lineage

Tree View (center, 70%) — Vertical tree, Gen 0 at top, current at bottom. Dead generations: static tombstone sprites. Living: current Spectre (mini, shimmering). Inheritance arrows with confidence labels.

Generational Comparison (right, 30%) — Side-by-side metrics. Improvements in success; regressions in rose_dim.


Tab 3: Achievements

Achievement Grid (full width) — Unit array. Each cell: progress arc widget.

  • Unlocked: full icon, bright
  • In-progress: arc showing %, advancing per-tick
  • Locked visible: dim icon, progress bar
  • Hidden: ??? with text_phantom pulse

Category Browser (left strip) — 10 categories: Lifecycle, Trading, Knowledge, Social, Strategic, Creative, Mortality, Generational, Legendary, Hidden.


Tab 4: Graveyard

Tombstone Gallery (full width) — Grid of tombstone glyphs. Static Spectre (frozen at final frame), name, generation, lifespan, death cause, top achievement. Newest: faint pulse. Oldest: dim.

Locked: Enter → Death Recap Modal:

  • Tab 1: Summary (lifetime stats, emotional arc classification, final words)
  • Tab 2: Timeline (full phase timeline, significant events marked)
  • Tab 3: Testament (complete death testament text)
  • Tab 4: Legacy (inherited by successors, bloodstains deposited, marketplace listings)

Window 6: COMMAND — The Owner’s Interface

“What can I do, and how do I configure things?”

Atmosphere: Warm for Steer/Hermes. Clinical for Config. Playful for Effects.


Tab 1: Steer

Conversation (center, 70%) Chat-style. Owner: bone, right-aligned. Golem: rose, left-aligned. Streaming responses. Old messages fade via phosphor decay. Golem generating: Spectre eyes shift to scanning (◉→◉). Decision Ring activates.

Quick Actions (right, 30%) — Halt/Resume, Adjust strategy, Set alerts, Force dream, Kill switch (double-confirm), Dissolution. Each button: flash on execution.


Tab 2: Config

Parameter Groups (left, 30%) — Categories: Risk, Execution, Rebalancing, Daimon, Mortality, Budget.

Parameter Editor (right, 70%) — Parameter name, description, current value, range, default, inherited value. ←→ to adjust. r = reset default. i = reset inherited.


Tab 3: Effects

Display Settings (full width) — Sliders:

  • Scanline intensity (0-100%)
  • Noise density (0-100%)
  • Animation speed (0.5× to 2×)
  • Fragment frequency (0-100%)
  • CRT effects toggle
  • Glitch intensity (0-100%)
  • Philosophical whisper frequency
  • Phosphor persistence duration

Real-time preview on all sliders.


Tab 4: Hermes

Conversation (center, 70%) — Same as Steer layout but addressed to Meta Hermes. Questions span all Golems. Responses from Event Fabric aggregator.

Fleet Summary (right, 30%) — Compact overview: name, vitality, phase, PnL, primary emotion per Golem. Enter on Golem → switch selection + navigate to Hearth.


Widget Cross-Reference

Widget/PrimitiveUsed In
WaveformDisplayHearth:Overview (Heartbeat Log), Mind:Inference (Cost Sparklines), Soma:Budget (Burn Rate), PAD Summary
RadarDisplayHearth:Signals (Signal Constellation)
ForceGraphMind:Grimoire (Causal Graph), World:Solaris (Constellation)
DensityFieldMind:Pipeline (Psychographic), World:Solaris (Pheromone Heatmap)
ThermalFieldWorld:Solaris (emotional weather zones)
TimelineRibbonFate:Mortality (Phase Timeline)
SequencerGridHearth:Signals (Probe Grid state history)
IrisVisualizationMind:Pipeline (AT Field display)
GlobeWireframeWorld:Solaris (ambient background option)
IsometricGridFate:Achievements (activity heatmap variant)
PersistenceDiagramMind:Chain Intelligence (Market Structure Map)
SimilarityLandscapeMind:Technical Analysis (Gut Feeling Map), World:Clade (consistency field)
WassersteinRiverMind:Chain Intelligence (Structure Change Rate), Soma:Affect (somatic interference)
TriageScoreBarMind:Technical Analysis (triage pipeline scores)
PersistenceDiagramWidgetMind:Chain Intelligence (braille scatter)
RegimeIndicatorMind:Chain Intelligence (regime tag), Mind:Technical Analysis (regime + confidence)
SomaticMarkerPanelMind:Technical Analysis (active gut feelings)
CausalGraphMinimapMind:Technical Analysis (causal connections)
ChainScopeRadarMind:Technical Analysis (interest category radar)

⌈ six windows. twenty-nine screens. infinite depth. ⌋ ║▒░ BARDO ░▒║