Platform Adaptations
The flow described above is the Desktop experience. Other platforms adapt the same flow to their input model:
| Platform | Layout Adaptation | Input Adaptation |
|---|---|---|
| Desktop (default) | Full sidebar, mouse precision UI | Mouse + keyboard, edge scroll, hotkeys |
| Steam Deck | Same as Desktop, larger touch targets | Gamepad + touchpad, PTT mapped to shoulder button |
| Tablet | Sidebar OK, touch-sized targets | Touch: context tap + optional command rail, one-finger pan + hold-drag box select, pinch-zoom, minimap-adjacent camera bookmark dock |
| Phone | Bottom-bar layout, build drawer, compact minimap cluster | Touch (landscape): context tap + optional command rail, one-finger pan + hold-drag box select, pinch-zoom, bottom control-group bar, minimap-adjacent camera bookmark dock, mobile tempo advisory |
| TV | Large text, gamepad radial menus | Gamepad: D-pad navigation, radial command wheel |
| Browser (WASM) | Same as Desktop | Mouse + keyboard, WebRTC VoIP |
ScreenClass (Phone/Tablet/Desktop/TV) is detected automatically. InputCapabilities (touch, mouse, gamepad) drives interaction mode. The player flow stays identical — only the visual layout and input bindings change.
For touch platforms, the HUD is arranged into mirrored thumb-zone clusters (left/right-handed toggle): command rail on the dominant thumb side, minimap/radar in the opposite top corner, and a camera bookmark quick dock attached to the minimap cluster. Mobile tempo guidance appears as a small advisory chip near speed controls in single-player and casual-hosted contexts, but never blocks the player from choosing a faster speed.