VertalStrike · published

The menu scene contained a camera, the interface, and nothing else, so every screen was drawn on a flat grey slab. There is a room behind it now: an operator standing in the profile column, three lights, and embers drifting up through the dark. The surfaces the interface is made of went from blue-grey to neutral, and the warmth comes from the lighting instead - which is the difference between a game menu and an admin panel.
The weapons catalogue was four columns of text - item, stats, price, status - which is a list of products rather than a shop. It is a grid of tiles now, each with the weapon's render, its class and damage, and a rarity that comes from what it costs.
One thing worth saying plainly: FRAG, MOLOTOV and THUMPER were being sold under a picture of an assault rifle, because anything without its own render fell back to a generic one. Grenades and launchers say what they are instead. A missing picture is better than the wrong one.
Thirty-four of them, across every screen. The worst was on the Battle Pass, where the next-reward strip was sized as a fraction of a card too short to hold it, so the label ended up lying across a stray gold line. The same fault was hiding tier numbers, the class watermark in the armory, and the values on the barracks stat cards.
Every panel was built identically, down to the same gold stroke along the top, so a screen with four of them had four things all claiming to be the most important. Now one card per screen carries that stroke - the map on Home, the season track on Quests, the career card in Barracks - and reference blocks like the system status list dropped their panel entirely.
Screens now arrive with their blocks rising and fading in rather than appearing whole. Reduce Motion in Settings turns it off.
This one is presentation only - nothing about gameplay, matchmaking or progression changed.