diff --git a/src/client/components/Dailies.tsx b/src/client/components/Dailies.tsx
index 75af510..832858d 100644
--- a/src/client/components/Dailies.tsx
+++ b/src/client/components/Dailies.tsx
@@ -152,10 +152,15 @@ export function Dailies({
* to the reader at 23:50 they are the same job, and the distinction between
* "the app knows about this" and "a wiki published it" is ours, not theirs.
*
- * The game's hue is on the border in both states — softly when the job is
+ * The game's hue is on the border in both states — faintly while the job is
* outstanding, fully once it is done. A chip that only takes its colour on
* completion means the strip you actually scan, the unfinished one, is a row of
* identical grey pills with no clue which game each belongs to.
+ *
+ * The outstanding tint is kept low enough to read as a hint rather than a
+ * state: it has to say *which game* without competing with the tick, which is
+ * the only thing on the chip that answers the question the reader came with.
+ * Ticking one should be a visible jump, not a nudge.
*/
function TickChip({
label,
@@ -186,14 +191,14 @@ function TickChip({
title={title}
className="flex max-w-[15rem] items-center gap-2 rounded-full border px-3 py-1.5 text-xs font-medium transition-colors"
style={{
- borderColor: isDone ? hue : `color-mix(in srgb, ${hue} 34%, transparent)`,
+ borderColor: isDone ? hue : `color-mix(in srgb, ${hue} 20%, transparent)`,
// Colour identifies the game; done-ness is carried by the tick, the
// full-strength border and the wash. Keeping the label readable matters
// more than saturating it, so an outstanding chip stays on muted ink.
color: isDone ? hue : "var(--color-muted)",
background: isDone
? `color-mix(in srgb, ${hue} 14%, transparent)`
- : `color-mix(in srgb, ${hue} 5%, transparent)`,
+ : `color-mix(in srgb, ${hue} 3%, transparent)`,
}}
>
{label}