II. The Hunter's View
— the head-up display, as the scavenger sees it —
The HUD is sparse on purpose. The player should look at the world, not at numbers. Only what changes fast (vitae, threat, the press of a prompt) is constant on screen; deeper detail (the manifest of the satchel, the full ledger) sits behind a key-press.
N · W · S · E
THREAT · 04:12
III
unrest rising
VITAE · 72 / 100
STAMINA
⚔
Hammer
▌▌▌▌▌▌▌░
✦
Lantern
◇
Goblet
120g
—
empty
✛
E Pry open the iron chest
Player Inputs (working list)
| Action | Key | Notes |
|---|---|---|
| Move · Sprint | WASD · Shift | Sprint drains Stamina |
| Jump · Double Jump | Space (×2 if perk owned) | Second jump unlocks via Stat Vendor |
| Interact / Pry / Pick up | E | Context-sensitive prompt |
| Swing weapon | Mouse 1 | Costs Stamina; consumes durability on hit |
| Raise lantern / use support | Mouse 2 | Held item-dependent |
| Drop held item | Q | Drops at feet — for placing on the shrine |
| Open ledger / map | Tab | Full satchel manifest & known map |
Note: the HUD is shown here against a dim manor scene to test legibility against dark backgrounds. Stress-test also against bright stained glass, snow exteriors, and torch flare-ups before locking the palette.