sample_renders
hover to pause · every screen is actually animated, not a giftier_structure
Exact counts, not independent per-trait odds — every number below is a hard slice of the 6,666, not an expected value.
body_styles
VOIDWELL X and RACKMIND VII are the two rarest body styles at the Normal tier — and rarer tiers pull them far more often (each 28% of Super Rare terminals). Rarity and the most dramatic 3D depth treatment line up on purpose.
chassis_ramp
Purple through to red, plus Chrome Silver as a chase color outside the ramp. Higher tiers skew hard toward the right-hand end of this row. Vault Gold is different from all of them — not a weighted roll at all, exactly 60 across the whole collection, guaranteed, on whatever Tier they happen to land on.
backgrounds
Six unique backgrounds, each animated differently — not one shared effect behind every machine. Violet Fade's embers drift upward; Indigo Fade breathes; Deep Violet Fade parallax-scrolls light bands; Ember Field throws off hot, erratic sparks; Signal Fade glitches with snapping interference bands; Void Drift is a slow, calm diagonal starfield. Every one of the six hand-built 1/1s gets its own background on top of that, found nowhere else in the collection.
screens_and_phosphor
16 screen states, not 4 — beyond Lit/Flicker/Dead/Corrupted there's Scanning (a radar sweep), Overload (blown-out strobing), Cycling (the phosphor hue-shifts on its own), Ghost (a barely-there signal), Encrypted (blockier, colder static than Corrupted), Standby (one slow-pulsing dot), Alarm (a red warning strobe), Rainbow (a full hue-cycle wash, rarest of the 16), Mirror (the ticker duplicated top and bottom), Signal Lock (viewfinder brackets converging on a loop), Waveform (bars that spike together on a shared beat, not just the ticker's bar-chart look), and Clock (a real 7-segment readout that convincingly ticks — hours fixed per-token, minutes and seconds advancing). Every screen also carries a faint animated scanline texture and a phosphor color pulled from 8 options, not 2. About 1 in 7 ticker bars flashes bright instead of just pulsing. About 1 in 4 terminals also gets a strobing rooftop beacon.
six_1of1s
Six terminals were hand-built from nothing — no trait roll, no archetype, nothing reachable by any combination of the normal system. Names only, until mint.
roadmap
art first · utility earned, not promised up frontFive phases, each buildable on what the one before it actually shipped — nothing here depends on a feature that doesn't exist yet at the phase before it. Full detail on each in the whitepaper.
mint_phases
Four stages, in order — access changes, the terminals themselves don't. A phase determines when you can mint, never which traits you get.
Every terminal rolls the exact same Type/Tier/Chassis/Background odds no matter which phase mints it — there's no "Vault edition" trait or look. The Storeroom is a distribution mechanism, not a rarity tier.