Vesperfall deterministic HUD review

Equipment, input glyphs, and state language

Fixtures
10
Input modes
Keyboard · Controller · Touch
Typography floor
12 CSS px
Required art
Complete
01

Keyboard · ready

All core equipment and combat actions available.

Attack
02

Keyboard · Shortbow equipped

Bow art remains associated with its quiver count.

Shoot
03

Keyboard · target locked

The lock reticle, double outline, pressed state, and text agree.

Attack
04

Keyboard · guarding

Shield icon, inset brace, pressed state, and status text agree.

Attack
05

Keyboard · cooldown and empty

Hatching, disabled semantics, item labels, and zero counts remain readable.

Attack
06

Keyboard · interaction and long localized copy

Essential names and instructions wrap instead of truncating.

FOpen the western reliquary gate
07

Controller affordance

Existing A, B, X, and Y mappings use controller glyphs; unmapped equipment keeps its truthful keyboard binding.

AAttack
08

Touch / coarse pointer affordance

Touch glyphs preserve icon-first actions and readable labels.

Attack
09

Sorcerer · direct-cast spell states

Direct-cast sorcery, cooldowns, Resolve, ward, and spell bindings share the same slot grammar.

Resolve82/100
Cast Fireball
10

Deterministic asset failure

A missing equipment asset retains its binding, name, state, and accessible action.

Attack