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Ω 25 — Visual Identity

25 — Visual Identity

Purpose

This document specifies Tao Baryon's complete visual identity — color system, typography, the lime #c8f542 accent logic, iconography principles, sprite style guidance, and the overarching aesthetic philosophy. It is the design specification that all visual work — UI, sprites, VFX, marketing — should reference.


Aesthetic Philosophy

Matter, composed

The visual language of Tao Baryon is composed matter — deliberate, precise, grounded. Not flashy. Not baroque. The Coalition's aesthetic is the aesthetic of people who believe matter is sufficient as it is: it does not need ornament to be worth preserving.

This is the direct visual counter to the Telos: the Telos are ornate, liturgical, beautiful in the way of cathedrals — every element is in service of transcendence. The Coalition aesthetic is in service of presence. The ship is here. It is real. That is enough.

Three visual registers

Register Where Character
Combat Active gameplay, enemies, bullets Dark, high-contrast, readable at 60fps
Operational HUD, menus, hangar, shop Clean, minimal, functional
Narrative Codex, transmissions, stage briefings Warm, textured, human

The game moves between these registers fluidly — the player transitions from operational (hub) to combat (gameplay) to narrative (codex) without jarring visual breaks. Each register has its own palette and density, but they share a common typographic and geometric language.


Color System

Primary Palette

Token Hex Usage
spaceBlack #0a0c10 Playfield background, deepest backgrounds
stationDark #12151c Hub/menu background base
surface #1c2030 Cards, panels, secondary surfaces
surfaceHi #252a3d Elevated surface — modal backgrounds, focused cards
border #2d3348 Default borders, dividers
textPrimary #e8eaf0 Primary text — off-white, not pure white
textSecondary #8b8fa8 Muted text, labels, subtitles
textTertiary #555972 Hints, placeholders, disabled
lime #c8f542 Primary accent — active states, CTAs, 10× combo, completion
limeShadow #9bc329 Lime pressed/shadow state — buttons, light-surface logo
limeGlow rgba(200,245,66,0.32) Lime ambient glow — drop shadows, button halos

Main Menu Background

The main menu uses a dusk-blue radial gradient, not flat Space Black. This softens the wordmark's visual weight and gives the logo room to breathe:

background: radial-gradient(
  ellipse at 50% 35%,
  #1d2334 0%,
  #161b28 40%,
  #0d1018 100%
);

#161b28 (dusk-blue) is the hero background color for all brand artboards and marketing materials. Pure #0a0c10 is reserved for the playfield and the deepest UI surfaces.

Semantic Colors

Name Hex Usage
HP Green #4CAF50 HP bar above 60%
HP Amber #FF9800 HP bar 30–60%
HP Red #F44336 HP bar below 30% and heat critical
Heat Blue #42A5F5 Heat bar 0–50%
Heat Orange #FF7043 Heat bar 75–90%
Shield Blue #90CAF9 Shield indicator
Credit Amber #FFB300 Currency displays
Shard Teal #26C6DA Blueprint shard displays

Telos Color Identity

Used only for Telos-origin elements — enemies, Telos boss UI, Veiled Token economy:

Name Hex Usage
Telos Magenta #d4548a Telos enemy outlines, liturgical trim
Telos Gold #e8b84b Telos hull prayer-script, boss HP bar gradient
Telos Warm #c47040 Warm orange-red, Telos secondary

Veiled Color Identity

Used for Veiled-origin elements — V-Series ships, Veiled Token displays, Sira-Vel UI:

Name Hex Usage
Veiled Teal #2dd4bf V-Series ship accents, Veiled Token icon
Veiled Soft #a8d8cc Veiled secondary — soft, reflective

The Lime System (#c8f542)

Lime #c8f542 is the most important single color in the game. It is the color of the Coalition's identity, the CDL Production signature, and the visual shorthand for "this matters."

Rules for lime usage

Use lime for:

  • Currently selected / active item (ship card selection, tab active state)
  • Primary call-to-action buttons (LAUNCH, BUILD, CONFIRM)
  • 10× combo multiplier state
  • Full special charge state
  • Stage cleared confirmation
  • 100% codex completion counter
  • Rank 50 cosmetics and achievement completion
  • M3 engine trail (the highest mark earns the signature color)
  • The Apex's most prominent cosmetic integration (the ship that most fully embodies the doctrine)

Never use lime for:

  • Error states (use HP Red)
  • Warning states (use Heat Amber)
  • Telos-origin content (use Telos Gold / Magenta)
  • Decorative purposes without semantic meaning
  • More than 15% of any screen's color area — lime's power comes from its rarity

Lime on dark backgrounds: Always readable. #c8f542 on #0a0c10 has a contrast ratio of ~11:1 (WCAG AAA).

Lime on light backgrounds: Use sparingly, only for text (not fills). Against #e8eaf0, the contrast ratio drops to ~4:1 — adequate for bold text only.


Typography

Three typefaces. Two are universal — they appear everywhere in the game. One is logo-only.

Primary: DM Sans

Used for all UI copy, body text, labels, buttons.

  • Regular (400): Body text, descriptions, codex entries
  • Medium (500): Headings, section labels, button text, ship/weapon names

No other weights. 600 and 700 are too heavy for the game's composed aesthetic.

Scale: | Use | Size | Weight | |---|---|---| | Screen title | 22px | 500 | | Section heading | 18px | 500 | | Card title | 15px | 500 | | Body / description | 14px | 400 | | Label / badge | 11px | 500 | | Hint / tertiary | 10px | 400 |

Minimum text size: 10px. Nothing smaller renders on mobile.

Monospace: DM Mono

Used for all numbers, statistics, timers, build costs, scores, depths, HP values.

The pairing of DM Sans (humanist, approachable) with DM Mono (precise, technical) creates the game's typographic voice: human warmth + technical precision. Both are Google Fonts, free, and render consistently across platforms.

In-game rule: every number is always DM Mono. Score, HP, heat percentage, credits, timer countdowns, combo multiplier numeral — all DM Mono. Numbers are facts.

Display: Major Mono Display

Logo artwork only. Never used in UI, HUD, menus, or gameplay.

Used in Logo Variant B (LogoB) where the game title renders in lowercase display weight: tao baryon at 38px, letter-spacing 0.04em. This variant is an alternate brand treatment — more editorial, less operational.

In the game's UI, TAO BARYON always renders in DM Mono (uppercase, letter-spacing 0.18em). Major Mono Display is a brand-layer asset, not a UI component.

Scale: | Use | Size | Weight | |---|---|---| | Score display | 20px | 400 | | Combo multiplier | 26px | 500 | | Stats / costs | 14px | 400 | | Timer countdown | 16px | 400 | | Build queue time | 13px | 400 |

No other typefaces in v1.0

The two-typeface system (DM Sans + DM Mono) is strict. No display fonts, no handwriting, no Telos liturgical font (post-launch addition if the prayer-script system is fully implemented). The discipline of the two-font system is part of the visual identity.


Iconography

All icons use Tabler Icons outline set. No filled icons. No custom icon illustrations in v1.0.

Icon usage guidelines:

  • Navigation icons (Hangar, Shop, Codex, Settings): 24px
  • HUD icons (fire, special, pause): 20–24px
  • Badge/label icons: 14–16px
  • Functional icons (next, back, confirm): 18–20px

Icons always inherit text color from parent — they adapt to light/dark mode automatically.


Sprite Style

Player Ship

Style: Pixel art, 64×64 base canvas, scaled up 2× for display (128×128 logical pixels). Clean silhouettes, high-contrast outlines, minimal internal detail. Ships read as distinct shapes at a glance.

Color rules for player ships:

  • H-Series: Cool gray/blue tones, Coalition blue accents, lime at M3
  • V-Series: Cooler palette with subtle teal Veiled accents
  • C-Series: Darker, more refined; lime more prominent at higher marks
  • Engine trail: Blue (M0) → Blue bright (M1) → Yellow (M2) → Red (M3), independent of ship color

Outline: 1px hard black outline on all sprites (the "game-feel" standard for clear readability on dynamic backgrounds)

Enemy Ships

Style: Same pixel art approach, but warmer palette (Telos identity colors).

  • Grunts: Simple, rounded, mass-produced aesthetic — they look like products of a liturgical assembly line
  • Elites: More complex silhouettes, visible prayer-script procedural texture on hulls (a pattern layer, not hand-drawn per sprite)
  • Bosses: Larger sprites (128×128 canvas), more geometric detail, specific design language per boss

Bullets / Projectiles

Player bullets: Cool colors (blue → lime at high marks) Enemy bullets — by type:

  • Pulse: small bright dot, warm white core
  • Wave: curved particle trail, soft magenta
  • Spread: fan of small dots, warm orange
  • Predictive: slightly elongated, bright gold with targeting chevron
  • Spiral: continuous curved trail, deep magenta
  • Mandala: sacred-geometry formation — golden ratio proportions, warm gold
  • Cascading: cluster that spawns sub-projectiles, variable warm colors
  • Lensed: standard dot but with a visible gravitational curve trail, blue-shifted
  • Threading: extremely thin and long, white-hot

Readable at all heat levels. Every bullet type must be immediately distinguishable from every other type even at high density. Color, shape, and motion pattern are all used.


Background Design

Gameplay Backgrounds (per sector)

Not scrolling in v1.0. Backgrounds are static layered compositions that change between sectors.

Sector Background Description
S1 Frontier Dark void, distant stars (small, sparse), cold blue edge light
S2 Long Reach Darker void, traces of battle — faint debris silhouettes far in distance, warm brown dust
S3 Veil Nebular gases — soft purples and teals at extreme edges. Telos shipyard silhouettes far in distance
S4 Ergosphere Tartarus-9 visible at background — black sphere with accretion disc edge, warm orange-gold
S5 Apparatus Tartarus-9 dominant, closer. Apparatus structure visible — vast geometric forms. Light bends visibly at edges. Background shifts toward abstraction at higher stages

Background parallax (v1.0): Single-plane parallax only — distant elements move at 0.2× ship speed. Creates depth without complexity.

Hub Background

Achernar Station: a painted static illustration. Industrial but lived-in. Engineers visible as silhouettes at workbenches. Distant docking arms. A large viewport showing deep space. Warm light sources (station lighting — the only truly warm environment in the game).

Stage Clear Background

The playfield desaturates to near-grayscale over 0.8 seconds, then the clear screen overlays. The stage completion card appears on this desaturated background.


UI Component Visual Language

Cards

  • Background: #1c2030 (Surface)
  • Border: 0.5px #2d3348
  • Border radius: 12px (--border-radius-lg)
  • Padding: 16px
  • Active/selected: border becomes lime #c8f542, 1px

Buttons — Primary

  • Background: lime #c8f542
  • Text: #0a0c10 (Space Black) — dark text on bright background
  • Border radius: 8px
  • Height: 52px
  • Font: DM Sans 500, 15px

Buttons — Secondary

  • Background: transparent
  • Border: 1px #2d3348
  • Text: #e8eaf0
  • Active state: border becomes #8b8fa8

Buttons — Destructive (Reset, etc.)

  • Background: transparent
  • Border: 1px #F44336
  • Text: #F44336

Progress Bars

  • Track: #2d3348, height 8px, radius 4px
  • Fill: semantic color (HP Green, Heat Blue, Lime for XP/Mastery)
  • Transition: 200ms ease-out on value change

Badges / Pills

  • Small pill: 4px radius, 11px DM Sans medium
  • Series badges (H/V/C): H = cool blue fill, V = teal fill, C = warm gold fill. All use dark text of the same ramp.
  • Tier badges: Bronze = #8D6E63, Silver = #78909C, Gold = #FFB300, Platinum = lime #c8f542

App Icon

Three variants were developed and evaluated. Variant C is the final direction.

Variant C — Monogram (Final)

"tb" in DM Mono 500 — ~42% of icon size, #e8eaf0
Lime underline bar — 36% of icon width, 2px, #c8f542
           with drop-shadow glow: 0 0 8px #c8f542
"BARYON" wordmark below — 6% size, letter-spacing 0.32em, #555972
Background: #0a0c10 (Space Black)
Shape: Standard rounded-rect (iOS/Android)

Why Variant C won: At small sizes (60px home screen), the two-letter "tb" monogram reads instantly. The lime underline carries the brand color without competing with the letterforms. The vanguard silhouette (Variant A) becomes illegible at 60px; the Ω glyph (Variant B) is too abstract as a standalone icon.

Variant A — Ship silhouette (alternate/reference)

The H-1 Vanguard centered on Space Black with the lime engine trail as the dominant element. Reads well at 180px+. Available as an alternate icon for players who prefer it.

Variant B — Ω glyph (alternate/reference)

The Ω with horizon line bisecting it ("We do not cross" made literal). Used in Logo C artwork. Available as an alternate icon option.

Alternate icon (Rank 50 players): The C-1 Apex M3 with Architect's Recognition cosmetics — prayer-script overlay, lime trail. Where the platform supports alternate icons, Rank 50 players unlock this.


Logo System

Four logo variants developed, two selected for use:

Logo A (Primary): Ω glyph + DM Mono TAO BARYON wordmark + A CDL PRODUCTION + tagline. Background: dusk-blue #161b28 or Space Black. This is the hero mark for in-product use (main menu, splash screen).

Logo A Compact: Horizontal lockup — glyph left, wordmark right. Used in headers, marketing footers, smaller contexts.

Logo C (Glyph mark): Ω with horizon line in a bordered square container, wordmark to the right. The "hull plate" version for specific applications.

Logo D (Hull plate): Wordmark inside a bordered panel with corner cuts — corner accents in lime. Most ornamental variant; use for physical goods (e.g., print, merchandise).

The Ω glyph is drawn as an SVG path (not text), ensuring consistent proportions across all sizes and the horizon line bisects it at a fixed geometric position.


Summary — Locked Decisions

  1. Primary accent: lime #c8f542 — used sparingly for active/complete/important states only; never decorative
  2. Typography: DM Sans (UI copy) + DM Mono (numbers/stats) everywhere in-game; Major Mono Display logo artwork only
  3. Three visual registers: Combat (dark, high-contrast), Operational (clean, minimal), Narrative (warm, textured)
  4. Main menu background: Dusk-blue radial gradient (#1d2334 → #161b28 → #0d1018), not flat Space Black
  5. Extended surface tokens: surfaceHi #252a3d, limeShadow #9bc329, limeGlow rgba(200,245,66,0.32) — in token set
  6. Telos color identity: Magenta #d4548a + Gold #e8b84b — only on Telos content
  7. Veiled color identity: Teal #2dd4bf — only on Veiled content
  8. Sprite style: 64×64 pixel art, 2× upscale, 1px black outline, distinct silhouettes
  9. Bullet types: 9 distinct visual signatures — color + shape + motion, all readable under density
  10. Backgrounds: Static layered per sector, single-plane 0.2× parallax in v1.0
  11. Card components: Surface #1c2030, 12px radius, 0.5px border, lime border on active
  12. Primary button: Lime background + Space Black text
  13. App icon: Variant C (monogram)"tb" DM Mono + lime underline. Variant A (ship) available as alternate.
  14. Logo primary: Logo A — Ω glyph + DM Mono wordmark on dusk-blue background
  15. App icon: Vanguard silhouette + lime trail on near-black; alternate Apex M3 icon for Rank 50
  16. Tabler outline icons only — no custom illustration icons in v1.0

Document version: 1.0 (locked) Part of: Tao Baryon GDD — Tier 5 Audio & Visual