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FRAGGED's UI Grows Up - Emoji Out, Design System In

The end-to-end UI revamp lands: a real design-token system, crisp SVG icons replacing per-OS emoji, and an Armory rebuilt from a flat list into a tabbed app with rarity cards and mastery pips.

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FRAGGED's UI Grows Up - Emoji Out, Design System In

On June 10 we promised "a UI worthy of a 2026 Android flagship." Now the core feels right, so the front-end had to earn the same word. This is the end-to-end UI revamp - no gameplay or engine changes, all presentation.

We started with an honest audit, and it wasn't flattering. FRAGGED was using emoji as core iconography - ⛁ ◆ ✦ 🔒 ⚡ - which means the game looked different on every phone. Only about eight design tokens. Flat bordered-box buttons with no press feedback. An Armory that was a plain scrolling list with no sense of rarity or progression. And a genuine bug: the Pause panel referenced CSS classes that didn't exist, so it rendered unstyled.

The fix was a real design system, built in layers:

  • Tokens. Colour ramps with proper surface elevation, spacing, radii, glow, blur, and a motion scale of easings and durations - the vocabulary a premium UI is written in.
  • An icon system. Inline SVG icons that inherit currentColor - gold, ore, secured, locked, bolt, dash, swap, pause, map, core - replacing every emoji across Menu, HUD, Armory, and Debrief. Same icon, every device, forever.
  • A premium button system. Gradient fills, inset highlights, a sheen, focus-visible rings, and real press feedback - covering every variant, including the missing ones that caused the unstyled Pause panel.

Then the second pass, verified against real headless-Chromium screenshots at phone resolution rather than self-report, because "looks fine on my desktop" is how you ship a broken phone layout. The Armory went from endless scroll to a tabbed app - a fixed opaque top bar with your wallet, an LV/XP strip, and segmented LOADOUT / WEAPONS / ARMOR / ITEMS tabs so you see one category at a time. Weapons became rarity cards with upgrade pips, mastery, and a damage bar. The Menu got stat pills and a planet strip; Debrief and Victory got animated stat reveals; Pause finally got a proper glass card with custom-styled sliders.

And it's accessible: entrance and stagger animations that respect prefers-reduced-motion, visible focus rings, and 44px touch targets preserved throughout.

FRAGGED now looks like it plays. Go scrap some robots at fragged.cathoderaygames.com - phone strongly recommended.

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