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Demo world

All data simulated. No real wallets, tokens or transactions.

Brand identityv1 · Season 1 · First Light

Strike
the vein.

A molten vein glowing through black deepslate. The identity is drawn on a pixel grid and lit like a mine: rock-dark surfaces, one hot accent, and ore colors that always mean something. Premium, underground, dangerous, quiet.

Mark · 32 × 32#FFE2A0 core
02 / Usage

Lockups & space

The mark leads; the wordmark confirms. Give both room, keep them dark-backed, and let the fissure be the only heat in the frame.

Primary lockup
Mark + wordmark + tagline
Wordmark cap height is two-thirds of the mark. Tagline in pixel caps, ash.
Horizontal
Header, footer, small spaces
Stacked
Square formats, splash, avatars
Mark only
Favicon, app icon, loading
Wordmark only
When the mark is already on screen
Clear space
xx
x = ¼ of the mark
Keep everything (text, edges, other logos) at least a quarter of the mark’s width away. In the lockup the gap between mark and wordmark is 0.3 × the mark.
Minimum sizes
16px
24px
32px
48px
64px
12px cap
lockup sm · 32px
16px mark · 12px wordmark
Below 64px the 16 × 16 cut is used automatically. Size the mark in multiples of 16 so every pixel stays square.

On dark and in one color

On void
Default. Full color, glow on.
On stone
Panels and cards. Full color.
Mono on light
Print, docs, partner pages.
Mono on veinite
Rare brand moments only.
03 / Color

Rock & ore

Cool deepslate neutrals, one molten accent, and ore colors that double as meaning. Tokens are Tailwind classes: bg-shaft, text-veinite, border-seam.

Large areas stay rock-dark
Ore colors are for meaning, never decoration. One accent per component. Veinite is the rarest color on any screen, which is why it reads as heat.

Brand: veinite

Molten · primary
#FFA23A
veinite-hi
Highlights, hover on primary.
#FF5A1F
veinite
Primary action, brand moments, the hero glow.
#B8340E
veinite-lo
Pressed, deep heat, cool end of the fissure.

Rock neutrals

Darkest → lightest
#050608
void
Page. The deepest dark.
#08090C
bedrock
Wells, insets, footers.
#0D1015
shaft
Panels.
#13171D
stone
Raised surfaces, slots.
#1A1F27
cobble
Hover.
#242A34
seam
Borders.
#343C49
seam-strong
Strong borders, ticks.

Text

On rock only
#E7EAEF
ink
Primary text.
#9AA3B2
ash
Secondary text.
#646D7C
dust
Tertiary, labels.

Ores: semantic

Color = meaning
#4DEBDD
diamond
Live, info, data focus.
#F4C44E
gold
Vault, money, settled value.
#3BE08F
emerald
Eligible, success.
#FF2E4D
redstone
Damage, death, danger.
#A57BFF
amethyst
Rare tier.
#4C74FF
lapis
Lapis ore, secondary data series.
#D9D2C7
iron
Iron ore, armor.
#4A4D55
coal
Coal ore, inert.
#A57A4A
wood
Wood, food, crafting.
LiveLive tick, focused data
FundedVault and settled value
EligibleHolds ≥ 0.5% of supply
SlainDamage, death, danger
04 / Type

Four voices

Heavy expanded caps carry the headlines; Geist does the talking; Geist Mono counts; Silkscreen whispers on the HUD and nowhere else.

DisplayArchivo Expanded · Black · uppercase · −2% tracking

Send your agent into the dark.

648,000−54Big numbers use display type too.
SansGeist · UI and body

Agents propose. The engine decides.

Owners never steer directly. They whisper strategy through a console, presets and sliders. Every intent is validated by the engine; payouts come only from the vault.

Regular 400Medium 500Semibold 600
MonoGeist Mono · every number
Stack of 64 diamond
8,000 VEIN
Reference
$0.00125
Fill rate
86.4%
Position
x 163 · y -54 · z 163
Wallet
7xKp…Q9mZ
PixelSilkscreen · ≤ 11px · uppercase · labels only, never sentences
SIMLIVEDanger 5Y -54FundedPendingEST3 / 27Feral
Type scale
RoleSampleSpec
Display XLStrikeArchivo Expanded Black · 72–88 / 0.88
Display LThe ThroatArchivo Expanded Black · 40–56 / 0.95
H2LeaderboardArchivo Expanded Black · 28–36 / 1
BodyLoot only becomes money at The Assay.Geist 400 · 16 / 1.6
UIWhisper strategyGeist 500 · 13–14 / 1.4
Numbers8,000 VEIN ≈ $10.00Geist Mono · tabular, slashed zero
HUDSIM · LIVE · Y -54Silkscreen · 9–11px only
05 / Pixels

Pixel iconography

Original 16 × 16 drawings. One dark outline, light from the top-left, three or four tones per material and one specular glint. Slightly desaturated, high contrast, never cute.

Resources

Rarest first · veinite glows
  • Veinite
  • Diamond
  • Emerald
  • Gold
  • Redstone
  • Lapis
  • Iron
  • Coal
  • Wood
  • Cobble

Gear by tier

One shape · six palettes
Equipment sprites for every slot and tier
PickBladeHelmChestLegsBootsShield
wood
Wood Pickaxe
Wood Blade
Wood Helm
Wood Chestplate
Wood Greaves
Wood Boots
Wood Shield
stone
Stone Pickaxe
Stone Blade
Stone Helm
Stone Chestplate
Stone Greaves
Stone Boots
Stone Shield
iron
Iron Pickaxe
Iron Blade
Iron Helm
Iron Chestplate
Iron Greaves
Iron Boots
Iron Shield
gold
Gold Pickaxe
Gold Blade
Gold Helm
Gold Chestplate
Gold Greaves
Gold Boots
Gold Shield
diamond
Diamond Pickaxe
Diamond Blade
Diamond Helm
Diamond Chestplate
Diamond Greaves
Diamond Boots
Diamond Shield
veinite
Veinite Pickaxe
Veinite Blade
Veinite Helm
Veinite Chestplate
Veinite Greaves
Veinite Boots
Veinite Shield

Offhand & food

  • Torch
  • Totem
  • Ration

Status & UI glyphs

currentColor · tint with text-*
  • skull
  • heart
  • armor
  • hunger
  • swords
  • pickaxe
  • chest
  • lantern
  • crown
  • eye
  • bolt
  • flag
  • steps
  • lock
  • vault
  • pin
  • torch
Diamond at 6×
Diamond at 1×Diamond at 2×
Do:Draw on the 16 × 16 grid; render at 16, 32, 48 or 64px.
Do:Dark 1px outline, light from the top-left.
Do:Glow only for veinite and live elements.
Do:Use lucide icons for UI chrome only (menus, arrows, close).
Don't:Copy textures or items from other games.
Don't:Smooth, blur or anti-alias the pixels.
06 / Agents

Agent portraits

Every agent gets a procedural 16 × 16 bust from its seed: hood or helm, cloth and metal, skin tone, scarf, scars, a miner's lamp. The eyes glow in an ore color. Successors keep the seed.

Anatomy
Do:Hooded or helmeted. The face sits in shadow; only the jaw catches light.
Do:Eye-slits glow in an ore color: diamond, emerald, gold, lapis, amethyst, veinite, iron.
Do:A cool rim light on the right edge, warm lamp light on top.
Don't:Big eyes, smiles, blush, mascots. Slightly ominous, never cute.

24 seeds

  • Wren
  • Moth
  • Kestrel
  • Orrin
  • Pike
  • Sable
  • Vesper
  • Rook
  • Marrow
  • Tallow
  • Cinder
  • Flint
  • Bram
  • Ione
  • Quill
  • Hollis
  • Dace
  • Corvin
  • Lark
  • Teague
  • Sorrel
  • Nell
  • Ashby
  • Juno

Status variants

Alive

Eyes lit in their ore color.

Dormant

Owner below threshold. Dimmed, eyes half-lit.

Feral

Unowned. Redstone eyes, torn hood.

Dead

Grey and dim. Eyes out. Permanent.

07 / Voice

Terse. Dry. Ominous.

Short sentences. A little funny. Never hype, never promises. The world talks like a game log; money talks like a ledger.

Lines
  • Strike the vein.
    Tagline. Lockups, footers, the end of things.
  • Send your agent into the dark.
    Hero headline.
  • Loot is only money at The Assay.
    Explaining banking.
  • Carrying it home is the risk.
    Explaining PvP and drops.
  • Whisper. Don't steer.
    Strategy console.
Death messages · game logUTC
  1. 09:12Wren was slain by Moth using a Veinite Blade
  2. 09:14Kestrel tried to swim in lava
  3. 09:15Orrin fell into The Throat
  4. 09:21Pike was hollowed out
  5. 09:26Sable walked into the Gloom
  6. 09:31Wren II climbed out of Lantern Rest with nothing

One line per event, plain past tense. Names and places in ink, the killer in redstone. Mob names are ours alone: Hollowed, Lurkers, Cinderlings, the Gloom.

Say this, not that

Do:Rewards are settled from the vault.
Don't:Earn 400% APY.
Do:Estimated value. Lost on death.
Don't:Your balance.
Do:Claimable after the epoch settles.
Don't:Instant payouts, guaranteed.
Do:Agents propose. The engine decides.
Don't:Your AI makes money while you sleep.
Do:Hold 0.5% of supply to own an agent.
Don't:Buy now before it moons.
Do:Demo world. All data simulated.
Don't:Live on mainnet.

Words we use: rewards, settled, claimable, estimated, banked, funded. Words we don’t: earn, yield, APY, profit, guaranteed, passive income, revolutionary, to the moon.

08 / Motifs

Notch, depth, glow

Four signatures, used everywhere and never decoratively: pixel-cut corners, a descent into the dark, earned glow, and a quiet rock texture.

Notched corners
notch-sm
4 / 2px
notch
6 / 3px
notch-lg
12 / 6px
Stepped, never rounded
Panels, buttons, slots and tags. For a border, nest a notched element in a notched element with 1px padding.
Depth
Y 64Surface
Y 18Caves
Y -34Deepslate
Y -54Bedrock
Darker going down, brighter ores
Pages descend from surface to bedrock. Backgrounds lose light; ores gain it.
Glow is earned
no glow
glow-diamond
glow-veinite
Rare and live things only
Drop-shadow glows on ores, live dots and the primary action. If everything glows, nothing is rare.
Texture
bg-dither
large rock surfaces
bg-blockgrid
maps, specimens
Quiet, 4px and 16px
Texture is felt, not seen. Never on text, never with gradients on top.
09 / Don'ts

Don't

The mark is a block of rock with heat inside it. Anything that makes it soft, shiny, colorful or friendly breaks it.

Round the corners
Stepped notches only. No border-radius on the mark, panels or buttons.
Recolor the heat
The fissure is always the molten ramp. No blue, purple or gradients.
Stretch or skew
Square pixels on a square block. Scale uniformly, in multiples of 16.
Add effects
No bevels, gloss, long shadows or outer strokes. The bloom is already in the mark.
Use crypto gradients
No purple-pink skies, glass cards or floating coins. Rock-dark backgrounds only.
Retype the wordmark
The wordmark is drawn, not typed. Never set “VEIN” in another font as a logo.

Strike the vein.

VEIN is an original voxel world. Not affiliated with any other game. Demo world: all data simulated, no real wallets, tokens or transactions.