Reference Scene
Psy's Underways
Provide puzzle, escape-room, hidden-network, and ambiguous time mechanics beneath the island.

Functional layout
impressionistic-realistic1–24 local/sharded8 assets3 Portals
Scene ID: scene.psy-underways Purpose: Provide puzzle, escape-room, hidden-network, and ambiguous time mechanics beneath the island.
Concept#
basalt sea caves, old masonry, bioluminescent tide and impossible daylight seams. The organizing form is low-tide gallery; the Scene remains a beautiful inhabited place with or without overlays. It inherits the Kiduna isometric constitution: 2:1 projection, environmental illumination, tactile materials, living edges, contextual embodiment, stable anchors, and state expressed through the world before labels.
Functional layout#
- low-tide gallery — primary orientation and action zone.
- wrong-door hall — secondary work or relationship zone.
- abandoned machine room — bounded supporting Area with its own semantic focus path.
- listening well — bounded supporting Area with its own semantic focus path.
- sealed archive — bounded supporting Area with its own semantic focus path.
Isometric composition and background#
- Dark near-frame architecture or vegetation guides Attention toward one inhabited center.
- The background is a full Component: basalt sea caves, old masonry, bioluminescent tide and impossible daylight seams.
- At least two physical continuations meet foreground Terrain through architecture, path, vegetation, shadow, water, or haze.
- Technical tiles overlap 12–24 px at 1× and never announce a square grid.
Object inventory#
terrain.basalt-cave— Basalt Caveterrain.tidal-channel— Tidal Channelarchitecture.wrong-door— Wrong Doorobject.probability-lock— Probability Lockobject.old-relay— Old Relayobject.fox-mark— Fox Markeffect.bioluminescence— Bioluminescenceeffect.temporal-parallax— Temporal Parallax
Interaction map#
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
Actors and Portals#
- Actor:
actor.uncle-psy - Portal:
portal.underways-wrong-door - Portal:
portal.underways-to-grove - Portal:
portal.underways-to-anomaly
Lighting states#
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
Population and framing#
- Solo: every required Action has an Actor/Ally or asynchronous alternative.
- Local range: 1–24 visible participants before Area sharding or constellation aggregation.
- Desktop: 16:9 composition with the organizing form intact and 15% Overlay reserve.
- Mobile: focus-following portrait crop, persistent orientation landmark, and semantic route sheet.
- Large population: canonical Scene state is shared; presence, conversation, and high-frequency interaction are sharded by Area. No global crowd blocks the interaction path.