The product, storage and design records now say what a goal is, why it never marks an event done, and why an unreadable goal is kept rather than stripped. That last rule is the one a future cleanup would most likely undo by mistake. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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name, description, colors, typography, rounded, spacing, components
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| Event Clock | Live and upcoming gacha events, sorted by what expires next. |
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Design System: Event Clock
Overview
Creative North Star: "The Lit Instrument Panel"
Event Clock is a cockpit at night. The ground is a deep blue-black, never a neutral void, lit faintly from above so the page reads as a panel with a light source. Against that calm, only two things are allowed to glow: whose game this is (the game's hue) and how long is left (the heat ramp). Everything else (chrome, borders, labels, controls) stays muted until a hand reaches for it. The reader should be able to tell at a glance which events need them, because those are the only things that are lit.
The character is calm, precise and honest. Calm, because the surfaces are quiet, the type is small and exact, and motion is quick and then still. Precise, because every number uses tabular figures, every countdown resolves on the game's own clock, and labels read like instrument legends. Honest, because uncertainty has its own look and is never drawn as a full reading. An unannounced end is a hatched meter or a frayed bar, a bar that started before the view shows a faded edge, and an event that has not started has a dashed edge. "We don't know" never looks like "plenty of time".
Density sits at checklist level, not dashboard level. Rows are full-bleed with a 16px gutter and hairline rules between them, with no cards around each event. The one place the panel raises its voice is the headline deadline. There the event title is set in display type, the countdown in a 44px numeral, and an urgency-coloured wash warms the whole section as the deadline closes in.
Key Characteristics:
- Deep blue-black ground (dark is the default theme), with a light theme that swaps in different values rather than inverting the dark ones.
- Two colour axes that never cross: game hue for identity, the heat ramp for urgency.
- Two typefaces: Chakra Petch for anything that is a reading (numbers, labels, the wordmark), Public Sans for anything that is language.
- Flat, tonal surfaces. The only light comes from meaning.
- The segmented depletion meter as the signature element.
- Quiet controls that answer within 110–160ms of being touched.
Colors
A cool, near-monochrome slate panel whose only saturated colours are game hues (who) and the heat ramp (how urgent).
Primary: the heat ramp
The ramp gets more salient at every step (dim → blue → amber → red), and the steps are cut on absolute time remaining, not on how far through its run an event is. A 90-day event with three hours left is exactly as urgent as a 3-day event with three hours left.
- calm: 7 days or more left. Deliberately dim, almost the colour of a resting control.
- near: under 7 days. Also the system's one functional accent: focus rings and the "CLOCK" half of the wordmark.
- soon: under 3 days.
- critical: under 24 hours. Also the "now" rule and chip on the timeline, and the "running out of time" tag.
Heat colours also tint state tags: a 15–18% wash of the step with text in the same step (soon
for "tight" and for dailies still to do, critical for "running out of time", near for "done
today"). The step is chosen by meaning, never by decoration.
Secondary: game hues (data, not tokens)
Each game has one hue, stored in src/shared/games.ts. A reader's own games carry a hue the reader
picked. Hues are identity: Wuthering Waves is the green one in every view and in both themes.
Because they are data, no stylesheet can re-strike them per theme. Instead, readableHue
(src/client/state/theme.ts) adjusts each one on its way to the screen. On light it darkens a hue
along the same hue until it clears 4.5:1. On dark it leaves a hue untouched if it already clears
4.5:1 and lifts the lightness of those that don't (Fate/Grand Order's navy is one). Hues appear as:
a 3px row rail, a chip's border, text and 14% wash, a timeline bar's 22% wash (11% for events that
haven't started) and its 3px left edge, the game name under the headline, and a dot in the "Then"
list.
Neutral
- ground: the page itself; in dark, a deep blue-black. Also the fill of text inputs.
- glow: the top of the body's radial gradient (120% × 70% at 50% −10%). It is the light source that turns the ground into a lit panel.
- surface: sheets, dialogs and the base that timeline bars are tinted from.
- raised: the selected tab, toasts, and the hover and press tint of a row (mixed at 62% / 82%).
- hairline: every border and rule, spent meter ticks, and plain tags.
- ink: primary text, and the fill of the one solid commit button.
- ink-strong: the far end of ink. The commit button and the headline title move to it on hover.
It is a token and not
white, because on light "brighter" means darker. - muted: secondary text, summaries, unpressed chips, quiet buttons.
- faint: eyebrows, metadata, unselected tabs, idle checkboxes.
- scrim: the veil behind a modal, which carries its own alpha because the two themes need very different amounts.
The light theme
Light is a set of new token values under :root[data-theme="light"]. Every -light key in the
frontmatter replaces its dark counterpart. The ground is daylight paper with the same cool blue cast
as the dark ground, not white. Cards go up to white, and raised becomes a shade rather than a
lift, because on paper you mark a surface as interactive by tinting it. Every step of the heat ramp
is darkened to clear 4.5:1 as small text on the light ground (dark soon is 1.9:1 there).
Named Rules
The Two Axes Rule. Hue answers whose event; heat answers how long. Never colour an urgency element with a game hue, or a game element with a heat colour. Keeping them apart is what lets one glance answer both questions.
The Two Answers Rule. Every UI colour is a token with a dark value and a light value. A
component names ink, hairline or soon and never a literal. bg-white, a hex value or a
hard-coded scrim looks right in one theme and wrong in the other, and nothing will warn you which.
The Moves-Only-Where-It-Failed Rule. The dark theme changes only where a colour failed contrast. A hue that already reads is left exactly as it shipped.
Typography
Display Font: Chakra Petch (500/600/700), with a fallback of ui-sans-serif and system-ui
Body Font: Public Sans (400/500/600, and 400 italic), with the same fallback
Both are loaded from Google Fonts with display=swap.
Character: Chakra Petch is the instrument face. Its squared-off, slightly technical forms are HUD lettering of the kind these games use, and it is reserved for things the reader reads off: countdowns, counts, eyebrow legends and the wordmark. Public Sans is the plain civic sans used for everything read as language, such as event titles, summaries, settings and prose.
Hierarchy
- Numeral (Chakra Petch 700, 2.75rem, line-height 1, tight tracking, tabular): the headline countdown, and nothing else. It is the largest thing on the page.
- Display (Chakra Petch 600, 1.75rem, 1.15, tight tracking): the title of the event that expires next.
- Wordmark (Chakra Petch 700, 0.9375rem → 1.125rem past
lg, +0.02em):EVENTin ink andCLOCKinnear. - Reading (Chakra Petch 600, 0.875rem, tabular): the countdown on each row, and the "Then" list at 0.75rem.
- Title (Public Sans 500, 0.9375rem, 1.375): row titles, wrapping to at most two lines.
- Body (Public Sans 400, 0.875rem, 1.625): prose, empty states and notices, held to
max-w-smormax-w-md. - Summary (Public Sans 400, 0.8125rem, 1.375, muted): an event's one-line description, clamped to two lines.
- Control (Public Sans 500, 0.75rem): tabs, chips, quiet buttons.
- Label / Eyebrow (Chakra Petch 600, 0.6875rem, 0.14em tracking, uppercase, faint): the utility voice for section legends ("Next to expire", "Focus", "Then") and the game name over each row.
- Tag (Public Sans 500, 0.625rem; 0.5625rem for the smallest): type, status and provenance badges.
Named Rules
The Two Voices Rule. If a reader reads it off the panel (a number, a legend, a count), it is Chakra Petch. If they read it as language, it is Public Sans. Never set a paragraph in Chakra Petch.
The Tabular Rule. Anything that ticks or lines up in a column uses tabular figures (.tnum).
A countdown that reflows every second is a broken instrument.
Layout
The page is a single centred shell with hairline side borders from sm up. It is max-w-2xl on a
phone and small screens, then widens to 5xl / 6xl / 7xl at lg / xl / 2xl. The page gutter
is 16px (px-4) everywhere, and sections are separated by hairline rules rather than gaps or cards.
Below lg the page is one column in the order of instruction first: the focus bar, the headline
deadline, today's dailies, then the lists.
Past lg it splits into a pinned rail (20rem; 22rem past xl) and a scrolling main column.
What the page tells the reader to do (the next deadlines, tonight's dailies, and the focus bar on
top) pins to the rail and scrolls independently. What it shows them (the lists) scrolls beside it.
The rail's border belongs to the rail's own panel, not a full-height divider.
The timeline is a board, not a stretch of page. It is its own pane, scrolls in both directions, pins the date axis to the top and pins every name (lane and event) to the left. Bars are 36px tall, and day width steps through a zoom ladder up to 108px a day.
Spacing follows Tailwind's 4px grid, with small steps doing most of the work. Gaps are mostly 6, 8
and 12px. Rows use 14px of vertical padding. Section rhythm comes from 8–20px top margins (mt-2 to
mt-5).
Named Rules
The Tells-Left, Shows-Right Rule. Instructions pin, information scrolls. On a wide screen the headline deadline must never be pushed below the fold by a full-width control row.
The Rule-Not-Card Rule. Lists are full-bleed rows divided by hairlines. Use a bordered, rounded container only for something that is genuinely a separate object (a form, a daily checklist, a sheet, a toast), never as a wrapper around each event.
Elevation & Depth
The system is flat. Depth comes from tonal steps (ground → surface → raised) and hairlines, never from lifting things off the page. Light, where there is any, is emitted by meaning:
- The body glow: the radial gradient that lights the panel from above.
- Heat wash: a blurred radial gradient of the urgency colour at 16% opacity, behind the headline. The section warms up as the deadline approaches.
- Live meter ticks: a 6px glow in the tick's own urgency colour
(
box-shadow: 0 0 6px -1px var(--tick)), which brightens under the cursor. - Row rail on hover: a 10px glow in the game's hue.
- Chip ring on hover: a 1px ring of the game's hue at 45%.
Shadow Vocabulary
- Floating notice (Tailwind
shadow-lg): toasts and the update notice only. These are the only objects that float above the page, because they are the only ones that are temporary.
Named Rules
The Emitted-Light Rule. Nothing glows unless the glow carries information about urgency or identity. A decorative glow, gradient or drop shadow on a static surface breaks the panel.
Shapes
Corners are small and precise, and they get rounder as an object gets bigger and more separate from the page:
- 1px on meter ticks.
- 3px on tags and the "now" chip.
- 5px on timeline bars.
- 6px on tabs and row checkboxes.
- 8px on buttons and inputs.
- 12px on cards, forms, toasts and first-run options.
- 16px on sheets (top corners only on a phone, where the sheet rises from the bottom edge).
- Fully round on game chips and status dots.
Borders are always 1px hairline, except for meaningful edges. A row rail is 3px, rounded and in the game's hue. A timeline bar has a 3px left edge, solid when the event has started and dashed when it hasn't. The "not started" boundary and clump rules are 1px dashed in faint ink.
Masks carry uncertainty. A bar whose end is unannounced fades out from 60% of its width. A bar that started before the board's window fades in over its first 14%.
Components
Buttons
Quiet until touched. Buttons are hairline-bordered at rest and answer fast when touched.
- Shape: gently rounded (8px); first-run's primary button uses 12px.
- Commit: the only solid button on a screen. Solid ink with ground text, 10px × 16px, and it
moves to ink-strong on hover. "Mark done" and first-run's "Continue" are commit buttons. Its
disabled state is
raisedwith faint text, or 40% opacity inside forms. - Quiet: transparent with a hairline border and muted text, 6px × 12px at control size. Text goes to ink on hover, or to critical when the action destroys something (delete).
- Focus: a 2px
nearoutline at 2px offset, on every interactive element without exception.summarygets the same rule explicitly, because the shared selector doesn't reach it.
Tabs (the view switch)
A segmented pair (Checklist / Timeline) inside a hairline-bordered 8px tray with 2px padding. The
selected tab fills with raised and turns ink; unselected tabs are faint and go muted on hover.
Chips (game focus and dailies)
- Style: a pill. Its border, text and a 14% wash are mixed from the game's hue when pressed. When not pressed it is muted text on a transparent background. Each chip carries a small tabular count at 70% opacity.
- State:
aria-pressedcarries the state. On hover a chip lifts 1px and gains a 1px hue ring, and an unpressed chip's label goes to ink. On press it scales to 0.96. A chip with nothing waiting sits at 50% opacity: still reachable, but not competing for attention. - Goal met, not ticked today (a dailies chip whose event has a check-in goal): full-strength hue
border, label and check — the check drawn dashed — on the outstanding ground, with no wash. The
wash belongs to a real tick only, so "done this week" never reads as "done today". A goal chip's
count is the goal's (
3/5 wk) and replaces the streak; one counter per pill. - Check-in goal control (detail sheet, under the daily checklist): the status pills' style —
Off / Each week / Across the event — then a small number field and, for weeks, a weekday select,
both on
groundwith a hairline border like the notes field.
Event row (signature)
The unit of the checklist. It is one full-bleed target that opens the event and does nothing else.
- From left to right: a 3px rail in the game's hue (55% opacity, 82% height, which grows to full height with a glow on hover); then an eyebrow with the game name and tags; then the title, with its reading (the countdown in the urgency colour) on the right; then a one-line summary; then the depletion meter.
- Hover: the background tints to
raisedat 62% and the summary goes to ink. The meter's live ticks brighten, and the open chevron leans 2px toward where the row is about to take you. Pressing deepens the tint to 82% within 40ms. - Completed: 40% opacity and a struck-through title. It stays visible but steps back.
- Unknown end: the reading drops to faint and the meter is hatched.
- All hover styles sit behind
@media (hover: hover), so a tap never leaves a row stuck in its hover state.
Depletion meter (signature)
A strip of discrete ticks 10px tall with 2px gaps, lifted from the in-game stamina meters these games all use. Ticks drain from the right, so what is left sits at the left edge and stacked rows line up into a readable ramp. Remaining ticks carry the urgency colour and its glow; spent ticks recede to hairline. A running event always keeps at least one lit tick, however little of its window is left: an empty strip means "over", and the event with forty minutes left is the last one that should look over. An unannounced end is hatched, never full. Ticks fill in with a staggered scale-in animation (320ms, at most a 14ms delay per tick) unless reduced motion is requested.
Headline deadline
"Next to expire" in eyebrow type, then the event title in display type, then the game name in its hue, then the 44px numeral countdown with the exact end beside it, then the meter, and behind it all the heat wash. A "Then" list follows: a hue dot, a muted title and a small tabular reading.
Timeline bar
A 36px bar with 5px corners. Its fill is the game's hue mixed into surface at 22% (11% if the event
hasn't started). It has a 3px hue left edge (dashed if not started), ink text, and a sticky name that
can never leave its own bar. In the merged "Ending soonest" view, a bar also shows the game's short
name in an eyebrow in its hue, which is dropped first when space runs out. Completed bars sit at 35%
opacity. Now is a 1px critical rule with a small critical chip on the axis.
Inputs
A ground-filled field with a hairline border, 8px corners, 8px × 12px padding and body-size ink text. On focus the border moves to faint. The field gets no glow, because a form is not a reading.
Sheets and notices
- Detail sheet:
surfacefill with a hairline border and 16px corners. It rises from the bottom on a phone, is centred atmax-w-lgfromsmup, and sits over the scrim. - Toast / update notice:
raisedfill, hairline border, 12px corners and the only shadow in the system. Each offers one action.
Daily burst
A small spray of 3px sparks that fires once, when the last daily of the day is ticked. It is purely decorative and ignores pointer input. With reduced motion requested it does not render at all, rather than being toned down.
Do's and Don'ts
Do:
- Do name colours by token (
ink,hairline,soon) and add a light-theme value whenever you add a token. - Do pass every game hue through
readableHuefor the active theme before it reaches the screen. - Do use tabular figures (
.tnum) on every countdown, count and date that sits in a column. - Do draw uncertainty as uncertainty: a hatched meter, a frayed bar end, a faded clipped start, a dashed not-yet-started edge, and the words "end date unknown".
- Do keep hover and press feedback fast and eased out (110–160ms in, 40–60ms on press), behind
@media (hover: hover), and remove the transforms underprefers-reduced-motion: reduce. - Do show the 2px
nearfocus outline on every interactive element,summaryincluded. - Do keep the board's controls out of the list rows: status, effort and notes live in the detail sheet.
Don't:
- Don't use literal colours (
bg-white, hex values in a component, a hard-coded scrim). They break one of the two themes silently. - Don't colour an urgency element with a game hue, or a game element with a heat step.
- Don't replace the segmented meter with a smooth progress bar, or draw an unknown end as a full one.
- Don't add glows, gradients or drop shadows to static surfaces. Light has to mean something.
- Don't wrap individual events in cards. Rows are full-bleed and divided by hairlines.
- Don't set prose in Chakra Petch, or numbers that tick in a proportional face.
- Don't default the theme from
prefers-color-scheme. Dark is the default until the reader chooses. - Don't put a second control inside a row, or a drag target on the focus bar or the dailies strip.