Jonas: "dude blackout with a cool effect and then night vision coming online for the player perspective would be soo sick". These are captures from the game on Floor 70 (the KETSU fight, played by the scripted pad), with the power cut by the debug trigger and restored four seconds later. The HUD, tells and objective brackets are live. The boot text is placeholder copy.
OPTICS // LOW-LIGHT (placeholder). The Vermin fumble out phones and torches: small pale glows that the optics flare. Hitlag makes lookouts blind in the dark.These are the floors' own triggers, going through Sim's power graph rather than a debug emit. On Floor 70, Stage._black_out(the booth) runs when the collector's booth drops. On Floor 71, the PV core breaks. The look follows Sim.floor_dark_changed, the floor's main lighting as a whole. A local circuit, such as training's services, only stutters its own lamps out, with no optics. The lit props (vending, washers, pachinko, turnstiles and the rest) are on the floor circuit and go dark with the lamps. The palette is Bone, the new default.
Jonas: bone first, green second, phosphor as the vision. It is now Options · Night vision: Bone / Phosphor / Green, with Bone as the default. Each option shows a swatch of its ramp, and ?optics=phosphor|bone|green still overrides it for QA. After the jam it moves to the operative's loadout page.
Night vision desaturates the world, never the rules:
| What | Where | Result |
|---|---|---|
| The pass alone (the blackout held, the pass toggled) | Web, threaded build, 2560×1440, world 640×360, Playwright on the RTX 3070 | frame mean 13.02 → 13.16 ms (+0.14), p95 16.04 → 16.67 ms |
| The whole blackout state against power on | the same | mean +0.8 to +1.0 ms over two runs; p95 is noisy on the shared machine (16.7–20.4 ms with the power on) |
| World view GPU time with the pass | desktop, Compatibility renderer, 2560×1421 | 0.37 → 0.51 ms (+0.14) |
web_bench70 run is the gate.