> For the complete documentation index, see [llms.txt](https://faction-os.gitbook.io/faction-os-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://faction-os.gitbook.io/faction-os-docs/docs/game-design/manifest.md).

# Game Design Assets Manifest

**Project:** FactionOS - The War Effort **Last updated:** 2026-07-08

This manifest tracks production-owned generated game-design assets under `assets/generated/game-design/`. Assets listed here may be promoted into runtime surfaces when implementation reaches the owning phase, and they may be replaced later by a stronger production asset without changing their gap history. Production ownership means the source is approved project evidence; it does not by itself make the file browser-served runtime media.

## Production Generated Visual Assets

| Asset ID                                               | Gap                                | Production asset                                                                             | Source asset                                                                                      | Dimensions               | Status                     | Runtime posture                                                                                                                                                                                                                                                                         | Alt / visible equivalent                                                                                                                                                                                                                        |
| ------------------------------------------------------ | ---------------------------------- | -------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- | ------------------------ | -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `war-effort.boss.blight-titan-standee.v1`              | Boss standees                      | `assets/generated/game-design/phase09/bosses/blight-titan-standee.png`                       | `assets/generated/game-design/phase09/bosses/blight-titan-standee-chroma-source.png`              | 1200x1310 PNG with alpha | Production generated asset | Runtime promotion allowed; not yet wired to app code or public-demo mirrors                                                                                                                                                                                                             | Blight Titan boss standee, a horned obsidian-and-bone siege monster with violet blight glow.                                                                                                                                                    |
| `war-effort.boss.null-sovereign-world-boss-standee.v1` | Boss standees                      | `assets/generated/game-design/phase09/bosses/null-sovereign-world-boss-standee.png`          | `assets/generated/game-design/phase09/bosses/null-sovereign-world-boss-standee-chroma-source.png` | 1399x1124 PNG with alpha | Production generated asset | Runtime promotion allowed; not yet wired to app code or public-demo mirrors                                                                                                                                                                                                             | Null Sovereign campaign world-boss standee, a regal black-armored warlord with broken banners and cold blue command light.                                                                                                                      |
| `war-effort.siege.set-piece-static.v1`                 | Siege set-piece treatment          | `assets/generated/game-design/phase09/siege/siege-set-piece-static.png`                      | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; can serve as the reduced-motion static twin for a future animated siege treatment                                                                                                                                                                            | Obsidian gate under siege with ram tracks, blight stakes, smoke, banners, and a readable central battlefield lane.                                                                                                                              |
| `war-effort.hall-of-banners.gallery-backdrop.v1`       | Hall of Banners                    | `assets/generated/game-design/phase08/hall-of-banners/hall-of-banners-gallery-backdrop.png`  | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for live DOM hero names, quotes, titles, and saga stats over blank banner/plaque areas                                                                                                                                                              | Five-bay veteran gallery backdrop with faction-colored banners, blank plaques, trophy mounts, stone alcoves, and candlelit ceremony framing.                                                                                                    |
| `war-effort.battle-report.frame.v1`                    | Battle Report skin                 | `assets/generated/game-design/phase06/battle-report/battle-report-frame.png`                 | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for live DOM report metrics and labels over blank map, MVP, ledger, and banner areas                                                                                                                                                                | End-of-session report frame with territory map panel, MVP medallion area, ledger columns, banner rails, wax seals, and blank parchment panels.                                                                                                  |
| `war-effort.dawn-report.recap-backdrop.v1`             | Dawn Report assets                 | `assets/generated/game-design/phase06/dawn-report/dawn-report-recap-backdrop.png`            | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for live DOM recap copy, urgent-focus handoff, absent-time summary, and replay beat cards                                                                                                                                                           | Dawn-lit war-room recap board with blank beat cards, highlighted focus slot, dispatch envelopes, map rail, and lower replay-card frames.                                                                                                        |
| `war-effort.war-council.objective-board.v1`            | War Council assets                 | `assets/generated/game-design/phase06/war-council/war-council-objective-board.png`           | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for live DOM objective names, descriptions, completion copy, reroll state, and objective-type icons                                                                                                                                                 | Council objective board with five blank objective cards, central tactical table, faction seals, reroll token area, completion seal, and empty icon wells.                                                                                       |
| `war-effort.territory-map.base.v1`                     | Territory map layer                | `assets/generated/game-design/phase07/territory-map/territory-map-base.png`                  | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed as a base layer under live sector labels, fog pushback, re-fog, corruption overlays, tabs, and patrol routes                                                                                                                                        | Campaign territory map base with faction-tinted regions, sector borders, fogged edges, corruption patches, keeps, roads, and blank side tab spaces.                                                                                             |
| `war-effort.home-sector.building-dressings.v1`         | Building and home-sector dressings | `assets/generated/game-design/phase07/home-sector/home-sector-building-dressings.png`        | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for live DOM building names, levels, smoke state, upgrades, and resource counts                                                                                                                                                                     | Fortified home-sector keep backdrop with Library, forge/workshop, sanctum, command, subagent-building alcoves, smoke stacks, faction banners, and blank level plaques.                                                                          |
| `war-effort.banners-regalia.sheet.v1`                  | Banners and regalia                | `assets/generated/game-design/phase05/banners-regalia/banners-regalia-sheet.png`             | Same as production asset                                                                          | 1536x1024 PNG            | Production generated asset | Runtime promotion allowed; designed for later cropping into victory banners, claim pennants, resupply flags, trophy pins, seals, flare mounts, and title/regalia frames                                                                                                                 | Organized regalia sheet with faction-colored banners, pennants, trophy pins, wax seals, badge frames, title plaques, and Hall of Banners frame pieces.                                                                                          |
| `war-effort.class-icons.flares-sheet.v1`               | Class icons                        | `assets/generated/game-design/phase05/class-icons/class-icons-and-flares-sheet.png`          | Same as production asset                                                                          | 1537x1023 PNG            | Production generated asset | Runtime promotion allowed; designed for later slicing into eight class icons plus matching trim and flare samples                                                                                                                                                                       | Eight role medallions for Bug Hunter, Test Engineer, Operator, Refactor Specialist, Scribe, Quartermaster, Feature Architect, and Wandering Generalist, each with a colored trim and flare motif.                                               |
| `war-effort.town-crier.toast-chrome-sheet.v1`          | Town Crier and ceremony chrome     | `assets/generated/game-design/phase04/town-crier/town-crier-toast-chrome-sheet.png`          | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for live DOM toast copy, priority labels, event icons, and non-audio equivalents over blank herald chrome                                                                                                                                           | Town Crier toast chrome sheet with herald panels, announcement frames, wax seals, priority ribbons, icon wells, and work-critical/game-event distinction space.                                                                                 |
| `war-effort.command-ceremony.props-sheet.v1`           | Command ceremony props             | `assets/generated/game-design/phase04/command-ceremony/command-ceremony-props-sheet.png`     | Same as production asset                                                                          | 1536x1024 PNG            | Production generated asset | Runtime promotion allowed; designed for later slicing into war-table plans, portcullis/gates, command tent orders, tavern contracts, missives, scouts, approval/denial seals, flags, and route markers                                                                                  | Command ceremony prop sheet with blank war-table, gates, tent order frame, tavern contract, emissary envelope, scout token, approval/denial seals, target flags, scrolls, and command routes.                                                   |
| `war-effort.live-enemies.effects-sheet.v1`             | Phase 3 live enemy/effects set     | `assets/generated/game-design/phase03/live-enemies/live-enemy-effects-sheet.png`             | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | App implementation reference through `apps/web/src/lib/generatedPhase3Assets.ts` and catalog record `media.gameDesign.phase3.liveEnemiesEffectsSheet`; DOM/CSS live enemy, scrying, and alert fallbacks remain runtime; no direct browser load from generated path                      | Live enemy effects sheet with skirmisher marker, ram at gate, wraith stack, scrying platform, strike impacts, combo stages, siege tower states, shield break, colored badges, and blank status frames.                                          |
| `war-effort.strike-vocabulary.effects-sheet.v1`        | Strike vocabulary                  | `assets/generated/game-design/phase03/strike-vocabulary/strike-vocabulary-effects-sheet.png` | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | App implementation reference through `apps/web/src/lib/generatedPhase3Assets.ts` and catalog record `media.gameDesign.phase3.strikeVocabularyEffectsSheet`; DOM/CSS strike, counterattack, combo, stage, and alert fallbacks remain runtime; no direct browser load from generated path | Strike vocabulary effects sheet with hammer flash, burning shield, scout lens, green dagger slash, red counterattack ring, crossed-weapons badge, colored impact bursts, beam strikes, projectile slashes, and blank class frames.              |
| `war-effort.reduced-motion.static-badges-sheet.v1`     | Reduced-motion static twins        | `assets/generated/game-design/phase03/reduced-motion/reduced-motion-static-badges-sheet.png` | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | App implementation reference through `apps/web/src/lib/generatedPhase3Assets.ts` and catalog record `media.gameDesign.phase3.reducedMotionStaticBadgesSheet`; typed reduced-motion pairings back DOM/CSS static labels; no direct browser load from generated path                      | Reduced-motion static badges sheet with framed hammer, fire, scout lens, dagger, shield, crossed swords, scrying, ram gate, wraith, caster, alert, camp-hit and collapse markers, boss, loot, alliance, rally, disabled flag, and blank frames. |
| `war-effort.alliance-war.visuals-sheet.v1`             | Alliance War visuals               | `assets/generated/game-design/phase10/alliance-war/alliance-war-visuals-sheet.png`           | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for later slicing into allied standees, shared-front markers, Banners Unite polish, shared boss HP, faction league emblems, tavern flags, ribbons, beacons, and badge frames                                                                        | Alliance War sheet with allied standees, shared-front forts, boss HP frame, faction league emblems, Banners Unite ceremony flourish, contract flags, cooperative ribbons, rally beacon, and blank framed badges.                                |
| `war-effort.seasons-saga.visuals-sheet.v1`             | Seasons and saga visuals           | `assets/generated/game-design/phase11/seasons-saga/seasons-saga-visuals-sheet.png`           | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for later slicing into season rollover frame, map chronicle, illuminated page, saga gallery, re-fog treatment, Golden Age celebration, season snapshot, slain-nemesis token, and veteran banner frames                                              | Seasons and Saga sheet with rollover ceremony, chronicle map, illuminated saga book, gallery plaque, fog overlay, Golden Age burst, snapshot frame, slain-nemesis token, veteran banner, and stat badge frames.                                 |
| `war-effort.war-games.demo-presentation-sheet.v1`      | War Games demo assets              | `assets/generated/game-design/phase12/war-games/war-games-demo-presentation-sheet.png`       | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for later slicing into synthetic-front map, demo banner, progress-inert state markers, staged hero/camp setup, fixture seal, training marker, roster, sandbox trim, enemy camp tokens, and blank state plates                                       | War Games presentation sheet with synthetic-front map, demo banner, inert progress markers, staged heroes and camps, mock objective card, fixture seal, training battlefield, hero roster, enemy camp tokens, and blank state plates.           |
| `war-effort.war-tide.meter-sheet.v1`                   | War Tide meter                     | `assets/generated/game-design/phase06/war-tide/war-tide-meter-sheet.png`                     | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for later slicing into advancing, holding, losing, signed-delta chip, gain/loss icons, and static badge equivalents                                                                                                                                 | War Tide meter sheet with green advancing, blue holding, red losing bars, blank delta-chip frames, gain/loss arrows, banner badges, and compact static state seals.                                                                             |
| `war-effort.onboarding.first-ten-minutes-sheet.v1`     | First Ten Minutes onboarding       | `assets/generated/game-design/phase06/onboarding/first-ten-minutes-onboarding-sheet.png`     | Same as production asset                                                                          | 1536x1024 PNG            | Production generated asset | Runtime promotion allowed; designed for live DOM oath copy, first-mission guidance, reveal captions, and CTA text                                                                                                                                                                       | Four-panel onboarding ceremony sheet covering oath framing, first banner moment, first-mission command card, and single-camp reveal treatment.                                                                                                  |
| `war-effort.loot.roll-visuals-sheet.v1`                | Loot roll visuals                  | `assets/generated/game-design/phase08/loot/loot-roll-visuals-sheet.png`                      | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for later slicing into roll flourish, rarity beams, tome arc, shelf-fill polish, relic reveal, and aura effects                                                                                                                                     | Loot ceremony VFX sheet with dice roll flourish, rarity beams, flying tome arc, library shelf glint, relic reveal burst, and cosmetic aura rings.                                                                                               |
| `war-effort.tomes.expansion-art-sheet.v1`              | Tome expansion art                 | `assets/generated/game-design/phase08/tomes/tome-expansion-art-sheet.png`                    | Same as production asset                                                                          | 1672x941 PNG             | Production generated asset | Runtime promotion allowed; designed for later slicing into tome covers, icons, and glyph tiles for behavior-keyed tomes                                                                                                                                                                 | Tome expansion sheet with research, test-running, git ceremony, MCP gateway, endurance, multi-front, War Room diplomacy, and refactor-forge visual themes.                                                                                      |
| `war-effort.relics.set-art-sheet.v1`                   | Relic set                          | `assets/generated/game-design/phase08/relics/relic-set-art-sheet.png`                        | Same as production asset                                                                          | 1536x1024 PNG            | Production generated asset | Runtime promotion allowed; designed for later slicing into relic icons, keep-display mounts, rarity frames, boss/nemesis variants, and aura-link motifs                                                                                                                                 | Relic set sheet with item icons, rarity rings, display stands, boss trophy frame, nemesis slain-token frame, faction trophies, and linked aura rings.                                                                                           |
| `war-effort.hero-quirks.palette-sheet.v1`              | Hero quirks                        | `assets/generated/game-design/phase08/hero-quirks/hero-quirks-palette-sheet.png`             | Same as production asset                                                                          | 1536x1024 PNG            | Production generated asset | Runtime promotion allowed; designed for deterministic slicing into scars, banner variants, cosmetic marks, companion markers, and quirk badges                                                                                                                                          | Hero quirk palette with scar marks, cracked helms, repaired banners, lucky charms, veteran notches, faction brands, companion markers, and badge overlays.                                                                                      |
| `war-effort.nemesis.presentation-sheet.v1`             | Nemesis presentation               | `assets/generated/game-design/phase08/nemesis/nemesis-presentation-sheet.png`                | Same as production asset                                                                          | 1536x1024 PNG            | Production generated asset | Runtime promotion allowed; designed for later slicing into nameplates, deterministic trims, Dawn Report cards, slain records, relic mounts, and title tie-in frames                                                                                                                     | Null Legion nemesis presentation sheet with blank nameplates, source trims, crossed slain-state plaques, report mention cards, trophy mounts, and title frames.                                                                                 |

## Production Generated Audio Assets

Generated SoundFX assets are production-owned draft outputs under `assets/generated/game-design/`. They were generated with the ElevenLabs Sound Effects API using `eleven_text_to_sound_v2` and `mp3_44100_128`, then re-encoded locally to strip metadata. These rows do not promote files into runtime playback paths.

**Generated SoundFX coverage:** 141 cues.

| Asset ID                                                    | Cue ID                                  | Family                        | Production asset                                                                                     | Duration |   Size | Status                           | Runtime posture                                                             | Alt / visible equivalent                                                                  |
| ----------------------------------------------------------- | --------------------------------------- | ----------------------------- | ---------------------------------------------------------------------------------------------------- | -------: | -----: | -------------------------------- | --------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------- |
| `war-effort.audio.bark.orc.idle.v1`                         | `bark.orc.idle`                         | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-idle.mp3`                                      |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Orc idle bark has visible faction and state feedback in the consuming UI.                 |
| `war-effort.audio.bark.orc.active.v1`                       | `bark.orc.active`                       | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-active.mp3`                                    |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Orc active bark has visible faction and state feedback in the consuming UI.               |
| `war-effort.audio.bark.orc.complete.v1`                     | `bark.orc.complete`                     | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-complete.mp3`                                  |    1.08s |  18 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Orc complete bark has visible faction and state feedback in the consuming UI.             |
| `war-effort.audio.bark.orc.error.v1`                        | `bark.orc.error`                        | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-error.mp3`                                     |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Orc error bark has visible faction and state feedback in the consuming UI.                |
| `war-effort.audio.bark.orc.celebration.v1`                  | `bark.orc.celebration`                  | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-celebration.mp3`                               |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Orc celebration bark has visible faction and state feedback in the consuming UI.          |
| `war-effort.audio.bark.human.idle.v1`                       | `bark.human.idle`                       | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-idle.mp3`                                    |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Human idle bark has visible faction and state feedback in the consuming UI.               |
| `war-effort.audio.bark.human.active.v1`                     | `bark.human.active`                     | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-active.mp3`                                  |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Human active bark has visible faction and state feedback in the consuming UI.             |
| `war-effort.audio.bark.human.complete.v1`                   | `bark.human.complete`                   | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-complete.mp3`                                |    1.08s |  18 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Human complete bark has visible faction and state feedback in the consuming UI.           |
| `war-effort.audio.bark.human.error.v1`                      | `bark.human.error`                      | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-error.mp3`                                   |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Human error bark has visible faction and state feedback in the consuming UI.              |
| `war-effort.audio.bark.human.celebration.v1`                | `bark.human.celebration`                | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-celebration.mp3`                             |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Human celebration bark has visible faction and state feedback in the consuming UI.        |
| `war-effort.audio.bark.elf.idle.v1`                         | `bark.elf.idle`                         | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-idle.mp3`                                      |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Elf idle bark has visible faction and state feedback in the consuming UI.                 |
| `war-effort.audio.bark.elf.active.v1`                       | `bark.elf.active`                       | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-active.mp3`                                    |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Elf active bark has visible faction and state feedback in the consuming UI.               |
| `war-effort.audio.bark.elf.complete.v1`                     | `bark.elf.complete`                     | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-complete.mp3`                                  |    1.08s |  18 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Elf complete bark has visible faction and state feedback in the consuming UI.             |
| `war-effort.audio.bark.elf.error.v1`                        | `bark.elf.error`                        | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-error.mp3`                                     |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Elf error bark has visible faction and state feedback in the consuming UI.                |
| `war-effort.audio.bark.elf.celebration.v1`                  | `bark.elf.celebration`                  | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-celebration.mp3`                               |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Elf celebration bark has visible faction and state feedback in the consuming UI.          |
| `war-effort.audio.bark.undead.idle.v1`                      | `bark.undead.idle`                      | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-idle.mp3`                                   |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Undead idle bark has visible faction and state feedback in the consuming UI.              |
| `war-effort.audio.bark.undead.active.v1`                    | `bark.undead.active`                    | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-active.mp3`                                 |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Undead active bark has visible faction and state feedback in the consuming UI.            |
| `war-effort.audio.bark.undead.complete.v1`                  | `bark.undead.complete`                  | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-complete.mp3`                               |    1.08s |  18 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Undead complete bark has visible faction and state feedback in the consuming UI.          |
| `war-effort.audio.bark.undead.error.v1`                     | `bark.undead.error`                     | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-error.mp3`                                  |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Undead error bark has visible faction and state feedback in the consuming UI.             |
| `war-effort.audio.bark.undead.celebration.v1`               | `bark.undead.celebration`               | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-celebration.mp3`                            |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Undead celebration bark has visible faction and state feedback in the consuming UI.       |
| `war-effort.audio.bark.lobster.idle.v1`                     | `bark.lobster.idle`                     | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-idle.mp3`                                  |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Lobster idle bark has visible faction and state feedback in the consuming UI.             |
| `war-effort.audio.bark.lobster.active.v1`                   | `bark.lobster.active`                   | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-active.mp3`                                |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Lobster active bark has visible faction and state feedback in the consuming UI.           |
| `war-effort.audio.bark.lobster.complete.v1`                 | `bark.lobster.complete`                 | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-complete.mp3`                              |    1.08s |  18 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Lobster complete bark has visible faction and state feedback in the consuming UI.         |
| `war-effort.audio.bark.lobster.error.v1`                    | `bark.lobster.error`                    | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-error.mp3`                                 |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Lobster error bark has visible faction and state feedback in the consuming UI.            |
| `war-effort.audio.bark.lobster.celebration.v1`              | `bark.lobster.celebration`              | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-celebration.mp3`                           |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Lobster celebration bark has visible faction and state feedback in the consuming UI.      |
| `war-effort.audio.world.camp-hit.v1`                        | `world.camp_hit`                        | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-camp-hit.mp3`                                |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Camp hit remains visible through strike impact and camp state change.                     |
| `war-effort.audio.world.camp-collapse.v1`                   | `world.camp_collapse`                   | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-camp-collapse.mp3`                           |    1.36s |  22 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Camp collapse remains visible through camp burn-down and victory state.                   |
| `war-effort.audio.world.ram-crash.v1`                       | `world.ram_crash`                       | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-ram-crash.mp3`                               |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Ram pressure remains visible through ram marker and gate state.                           |
| `war-effort.audio.world.ram-break-triumph.v1`               | `world.ram_break_triumph`               | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-ram-break-triumph.mp3`                       |    1.28s |  21 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Ram break remains visible through cleared ram and recovery state.                         |
| `war-effort.audio.world.skirmisher-red-slash.v1`            | `world.skirmisher_red_slash`            | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-skirmisher-red-slash.mp3`                    |    0.60s |  10 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Skirmisher alert remains visible through red slash marker and failure text.               |
| `war-effort.audio.world.flare-attention.v1`                 | `world.flare_attention`                 | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-flare-attention.mp3`                         |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Awaiting-input flare remains visible through flare treatment and readable state.          |
| `war-effort.audio.event.fire-puff.v1`                       | `event.fire_puff`                       | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-fire-puff.mp3`                              |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Bash/fire event remains visible through fire essence and smoke puff.                      |
| `war-effort.audio.event.forge-hit.v1`                       | `event.forge_hit`                       | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-forge-hit.mp3`                              |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Edit/write event remains visible through forge flash and action label.                    |
| `war-effort.audio.event.lore-glint.v1`                      | `event.lore_glint`                      | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-lore-glint.mp3`                             |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Read/search event remains visible through fog reveal and lore marker.                     |
| `war-effort.audio.event.summon-shimmer.v1`                  | `event.summon_shimmer`                  | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-summon-shimmer.mp3`                         |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Subagent arrival remains visible through summon marker and lineage card.                  |
| `war-effort.audio.event.shield-clang.v1`                    | `event.shield_clang`                    | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-shield-clang.mp3`                           |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Conflict prevention remains visible through shield state and blocked-action copy.         |
| `war-effort.audio.event.courier-wing-flap.v1`               | `event.courier_wing_flap`               | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-courier-wing-flap.mp3`                      |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Notice Board courier action remains visible through post or resolve state.                |
| `war-effort.audio.event.low-supply-horn.v1`                 | `event.low_supply_horn`                 | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-low-supply-horn.mp3`                        |    1.20s |  20 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Plan budget warning remains visible through budget meter and text warning.                |
| `war-effort.audio.event.trophy-pin-tap.v1`                  | `event.trophy_pin_tap`                  | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-trophy-pin-tap.mp3`                         |    0.60s |  10 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Evidence update remains visible through proof badge or regalia change.                    |
| `war-effort.audio.event.scout-report-whisper.v1`            | `event.scout_report_whisper`            | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-scout-report-whisper.mp3`                   |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Idle suggestion remains visible through rumor marker and suggestion copy.                 |
| `war-effort.audio.event.flag-flutter.v1`                    | `event.flag_flutter`                    | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-flag-flutter.mp3`                           |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | File intent remains visible through claim pennant and file state.                         |
| `war-effort.audio.event.inspector-seal.v1`                  | `event.inspector_seal`                  | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-inspector-seal.mp3`                         |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Verification remains visible through banner glow and verified copy.                       |
| `war-effort.audio.event.patrol-footsteps.v1`                | `event.patrol_footsteps`                | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-patrol-footsteps.mp3`                       |    1.60s |  26 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Loop update remains visible through patrol route and status text.                         |
| `war-effort.audio.event.skitter.v1`                         | `event.skitter`                         | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-skitter.mp3`                                |    0.60s |  10 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Lint nuisance remains visible through count chip and diagnostic row.                      |
| `war-effort.audio.ceremony.summon-banner-raise.v1`          | `ceremony.summon_banner_raise`          | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-summon-banner-raise.mp3`               |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Hero spawn remains visible through champion card and banner raise.                        |
| `war-effort.audio.ceremony.rally-horn.v1`                   | `ceremony.rally_horn`                   | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-rally-horn.mp3`                        |    1.20s |  20 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Mission start remains visible through rally state and quest copy.                         |
| `war-effort.audio.ceremony.counsel-flare-douse.v1`          | `ceremony.counsel_flare_douse`          | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-counsel-flare-douse.mp3`               |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Answered input remains visible through flare removal and state change.                    |
| `war-effort.audio.ceremony.plan-wax-seal.v1`                | `ceremony.plan_wax_seal`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-plan-wax-seal.mp3`                     |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Plan approval remains visible through approval seal and plan state.                       |
| `war-effort.audio.ceremony.plan-scroll-tear.v1`             | `ceremony.plan_scroll_tear`             | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-plan-scroll-tear.mp3`                  |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Plan rejection remains visible through rejection state and copy.                          |
| `war-effort.audio.ceremony.portcullis-raise.v1`             | `ceremony.portcullis_raise`             | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-portcullis-raise.mp3`                  |    1.36s |  22 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Permission approval remains visible through opened gate state.                            |
| `war-effort.audio.ceremony.portcullis-drop.v1`              | `ceremony.portcullis_drop`              | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-portcullis-drop.mp3`                   |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Permission denial remains visible through closed gate state and denial copy.              |
| `war-effort.audio.ceremony.target-flag-plant.v1`            | `ceremony.target_flag_plant`            | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-target-flag-plant.mp3`                 |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Quest targeting remains visible through flag marker and objective text.                   |
| `war-effort.audio.ceremony.class-flare.v1`                  | `ceremony.class_flare`                  | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-class-flare.mp3`                       |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Class advantage remains visible through colored flare and class icon.                     |
| `war-effort.audio.ceremony.contract-stamp.v1`               | `ceremony.contract_stamp`               | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-contract-stamp.mp3`                    |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Contract state remains visible through parchment stamp and card status.                   |
| `war-effort.audio.ceremony.tome-pickup.v1`                  | `ceremony.tome_pickup`                  | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-tome-pickup.mp3`                       |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Tome pickup remains visible through collected tome card.                                  |
| `war-effort.audio.ceremony.salute-banner-fold.v1`           | `ceremony.salute_banner_fold`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-salute-banner-fold.mp3`                |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Dismissal remains visible through hero state and folded-banner copy.                      |
| `war-effort.audio.ceremony.decree-gavel.v1`                 | `ceremony.decree_gavel`                 | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-decree-gavel.mp3`                      |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Override decision remains visible through decree state and operator label.                |
| `war-effort.audio.ceremony.dispatch-scout-horn.v1`          | `ceremony.dispatch_scout_horn`          | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-dispatch-scout-horn.mp3`               |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Manual scan remains visible through scout marker and scan status.                         |
| `war-effort.audio.ceremony.dispatch-hoofbeats.v1`           | `ceremony.dispatch_hoofbeats`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-dispatch-hoofbeats.mp3`                |    1.68s |  27 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Running scan remains visible through route marker and progress state.                     |
| `war-effort.audio.ceremony.report-unfurl.v1`                | `ceremony.report_unfurl`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-report-unfurl.mp3`                     |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Report completion remains visible through report panel and copy.                          |
| `war-effort.audio.ceremony.missive-unfurl.v1`               | `ceremony.missive_unfurl`               | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-missive-unfurl.mp3`                    |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Inbound command remains visible through missive card and source label.                    |
| `war-effort.audio.ceremony.emissary-gate-horn.v1`           | `ceremony.emissary_gate_horn`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-emissary-gate-horn.mp3`                |    1.28s |  21 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Approved inbound command remains visible through gate and seal state.                     |
| `war-effort.audio.ceremony.banners-unite.v1`                | `ceremony.banners_unite`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-banners-unite.mp3`                     |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Collaboration remains visible through joined-banner and approval state.                   |
| `war-effort.audio.ceremony.achievement-bronze.v1`           | `ceremony.achievement_bronze`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-bronze.mp3`                |    1.28s |  21 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Bronze unlock remains visible through achievement badge.                                  |
| `war-effort.audio.ceremony.achievement-silver.v1`           | `ceremony.achievement_silver`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-silver.mp3`                |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Silver unlock remains visible through achievement badge.                                  |
| `war-effort.audio.ceremony.achievement-gold.v1`             | `ceremony.achievement_gold`             | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-gold.mp3`                  |    1.68s |  27 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Gold unlock remains visible through achievement badge.                                    |
| `war-effort.audio.ceremony.achievement-platinum.v1`         | `ceremony.achievement_platinum`         | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-platinum.mp3`              |    2.00s |  32 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Platinum unlock remains visible through achievement badge.                                |
| `war-effort.audio.ceremony.loot-roll-start.v1`              | `ceremony.loot_roll_start`              | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-loot-roll-start.mp3`                   |    1.20s |  20 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Loot roll remains visible through roll animation and label.                               |
| `war-effort.audio.ceremony.loot-common.v1`                  | `ceremony.loot_common`                  | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-loot-common.mp3`                       |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Common loot remains visible through rarity frame and item card.                           |
| `war-effort.audio.ceremony.loot-rare-plus.v1`               | `ceremony.loot_rare_plus`               | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-loot-rare-plus.mp3`                    |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Rare-plus loot remains visible through rarity frame and item card.                        |
| `war-effort.audio.ceremony.relic-reveal.v1`                 | `ceremony.relic_reveal`                 | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-relic-reveal.mp3`                      |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Relic reveal remains visible through relic card and rarity aura.                          |
| `war-effort.audio.ceremony.naming-ritual.v1`                | `ceremony.naming_ritual`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-naming-ritual.mp3`                     |    1.36s |  22 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Naming ritual remains visible through nameplate and seal state.                           |
| `war-effort.audio.class.bug-hunter.v1`                      | `class.bug_hunter`                      | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-bug-hunter.mp3`                            |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Bug Hunter identity remains visible through class icon and label.                         |
| `war-effort.audio.class.test-engineer.v1`                   | `class.test_engineer`                   | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-test-engineer.mp3`                         |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Test Engineer identity remains visible through class icon and label.                      |
| `war-effort.audio.class.operator.v1`                        | `class.operator`                        | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-operator.mp3`                              |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Operator identity remains visible through class icon and label.                           |
| `war-effort.audio.class.refactor-specialist.v1`             | `class.refactor_specialist`             | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-refactor-specialist.mp3`                   |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Refactor Specialist identity remains visible through class icon and label.                |
| `war-effort.audio.class.scribe.v1`                          | `class.scribe`                          | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-scribe.mp3`                                |    0.80s |  14 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Scribe identity remains visible through class icon and label.                             |
| `war-effort.audio.class.quartermaster.v1`                   | `class.quartermaster`                   | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-quartermaster.mp3`                         |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Quartermaster identity remains visible through class icon and label.                      |
| `war-effort.audio.class.feature-architect.v1`               | `class.feature_architect`               | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-feature-architect.mp3`                     |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Feature Architect identity remains visible through class icon and label.                  |
| `war-effort.audio.class.wandering-generalist.v1`            | `class.wandering_generalist`            | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-wandering-generalist.mp3`                  |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Wandering Generalist identity remains visible through class icon and label.               |
| `war-effort.audio.music.base.calm-idle.v1`                  | `music.base.calm_idle`                  | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-base-calm-idle.mp3`                    |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.base.calm\_idle remains optional and paired with visible game state.                |
| `war-effort.audio.music.base.exploration.v1`                | `music.base.exploration`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-base-exploration.mp3`                  |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.base.exploration remains optional and paired with visible game state.               |
| `war-effort.audio.music.layer.active-hero-percussion.v1`    | `music.layer.active_hero_percussion`    | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-active-hero-percussion.mp3`      |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.active\_hero\_percussion remains optional and paired with visible game state. |
| `war-effort.audio.music.layer.multi-hero-drive.v1`          | `music.layer.multi_hero_drive`          | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-multi-hero-drive.mp3`            |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.multi\_hero\_drive remains optional and paired with visible game state.       |
| `war-effort.audio.music.layer.flare-horn.v1`                | `music.layer.flare_horn`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-flare-horn.mp3`                  |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.flare\_horn remains optional and paired with visible game state.              |
| `war-effort.audio.music.layer.siege-horn.v1`                | `music.layer.siege_horn`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-siege-horn.mp3`                  |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.siege\_horn remains optional and paired with visible game state.              |
| `war-effort.audio.music.layer.boss-low.v1`                  | `music.layer.boss_low`                  | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-boss-low.mp3`                    |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.boss\_low remains optional and paired with visible game state.                |
| `war-effort.audio.music.layer.boss-high.v1`                 | `music.layer.boss_high`                 | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-boss-high.mp3`                   |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.boss\_high remains optional and paired with visible game state.               |
| `war-effort.audio.music.layer.alliance-front.v1`            | `music.layer.alliance_front`            | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-alliance-front.mp3`              |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.alliance\_front remains optional and paired with visible game state.          |
| `war-effort.audio.music.layer.golden-age.v1`                | `music.layer.golden_age`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-golden-age.mp3`                  |   12.00s | 189 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | music.layer.golden\_age remains optional and paired with visible game state.              |
| `war-effort.audio.stinger.dawn-report-open.v1`              | `stinger.dawn_report_open`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-dawn-report-open.mp3`                   |    2.00s |  32 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Dawn Report open remains visible through report title and recap panel.                    |
| `war-effort.audio.stinger.dawn-report-focus.v1`             | `stinger.dawn_report_focus`             | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-dawn-report-focus.mp3`                  |    1.60s |  26 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Urgent focus remains visible through focus card and priority label.                       |
| `war-effort.audio.stinger.battle-report-close.v1`           | `stinger.battle_report_close`           | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-battle-report-close.mp3`                |    2.00s |  32 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Battle Report close remains visible through report close state.                           |
| `war-effort.audio.stinger.war-council-open.v1`              | `stinger.war_council_open`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-council-open.mp3`                   |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | War Council open remains visible through objective board heading.                         |
| `war-effort.audio.stinger.objective-complete.v1`            | `stinger.objective_complete`            | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-objective-complete.mp3`                 |    1.60s |  26 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Objective complete remains visible through completed objective card.                      |
| `war-effort.audio.stinger.war-tide-advance.v1`              | `stinger.war_tide_advance`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-tide-advance.mp3`                   |    1.36s |  22 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | War Tide advance remains visible through advancing meter.                                 |
| `war-effort.audio.stinger.war-tide-holding.v1`              | `stinger.war_tide_holding`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-tide-holding.mp3`                   |    1.28s |  21 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | War Tide hold remains visible through holding meter.                                      |
| `war-effort.audio.stinger.war-tide-losing.v1`               | `stinger.war_tide_losing`               | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-tide-losing.mp3`                    |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | War Tide loss remains visible through losing meter and text.                              |
| `war-effort.audio.stinger.victory-banner.v1`                | `stinger.victory_banner`                | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-victory-banner.mp3`                     |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Victory remains visible through planted banner state.                                     |
| `war-effort.audio.stinger.camp-kill.v1`                     | `stinger.camp_kill`                     | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-camp-kill.mp3`                          |    1.60s |  26 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Camp kill remains visible through camp cleared state.                                     |
| `war-effort.audio.stinger.nemesis-slain.v1`                 | `stinger.nemesis_slain`                 | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-nemesis-slain.mp3`                      |    2.20s |  36 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Nemesis slain remains visible through slain record and trophy state.                      |
| `war-effort.audio.stinger.boss-week.v1`                     | `stinger.boss_week`                     | Musical stinger               | `assets/generated/game-design/phase09/audio/stingers/stinger-boss-week.mp3`                          |    2.40s |  38 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Boss week remains visible through boss reveal panel.                                      |
| `war-effort.audio.stinger.world-boss-reveal.v1`             | `stinger.world_boss_reveal`             | Musical stinger               | `assets/generated/game-design/phase10/audio/stingers/stinger-world-boss-reveal.mp3`                  |    2.48s |  40 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | World boss reveal remains visible through boss panel and shared HP.                       |
| `war-effort.audio.stinger.season-rollover.v1`               | `stinger.season_rollover`               | Musical stinger               | `assets/generated/game-design/phase11/audio/stingers/stinger-season-rollover.mp3`                    |    2.20s |  36 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Season rollover remains visible through season frame and date copy.                       |
| `war-effort.audio.stinger.saga-page.v1`                     | `stinger.saga_page`                     | Musical stinger               | `assets/generated/game-design/phase11/audio/stingers/stinger-saga-page.mp3`                          |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Saga page remains visible through chronicle page and readable text.                       |
| `war-effort.audio.stinger.golden-age.v1`                    | `stinger.golden_age`                    | Musical stinger               | `assets/generated/game-design/phase11/audio/stingers/stinger-golden-age.mp3`                         |    2.20s |  36 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Golden Age remains visible through state badge and celebration text.                      |
| `war-effort.audio.stinger.war-games-start.v1`               | `stinger.war_games_start`               | Musical stinger               | `assets/generated/game-design/phase12/audio/stingers/stinger-war-games-start.mp3`                    |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | War Games start remains visible through demo banner and state marker.                     |
| `war-effort.audio.boss.blight-titan-reveal.v1`              | `boss.blight_titan_reveal`              | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/boss-blight-titan-reveal.mp3`              |    2.20s |  36 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Blight Titan reveal remains visible through boss standee and title.                       |
| `war-effort.audio.boss.blight-titan-pressure.v1`            | `boss.blight_titan_pressure`            | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/boss-blight-titan-pressure.mp3`            |    1.36s |  22 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Boss pressure remains visible through phase meter and warning state.                      |
| `war-effort.audio.boss.blight-titan-kill.v1`                | `boss.blight_titan_kill`                | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/boss-blight-titan-kill.mp3`                |    2.40s |  38 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Boss kill remains visible through slain state and rewards.                                |
| `war-effort.audio.siege.advance.v1`                         | `siege.advance`                         | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/siege-advance.mp3`                         |    1.28s |  21 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Siege advance remains visible through siege lane and pressure meter.                      |
| `war-effort.audio.siege.breach-warning.v1`                  | `siege.breach_warning`                  | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/siege-breach-warning.mp3`                  |    1.20s |  20 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Breach warning remains visible through danger threshold label.                            |
| `war-effort.audio.siege.repelled.v1`                        | `siege.repelled`                        | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/siege-repelled.mp3`                        |    1.68s |  27 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Siege repelled remains visible through recovered gate state.                              |
| `war-effort.audio.alliance.banners-unite.v1`                | `alliance.banners_unite`                | Boss/alliance punctuation SFX | `assets/generated/game-design/phase10/audio/boss-alliance/alliance-banners-unite.mp3`                |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Alliance join remains visible through shared-front state.                                 |
| `war-effort.audio.alliance.world-boss-damage.v1`            | `alliance.world_boss_damage`            | Boss/alliance punctuation SFX | `assets/generated/game-design/phase10/audio/boss-alliance/alliance-world-boss-damage.mp3`            |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | World boss damage remains visible through HP chunk and contributor state.                 |
| `war-effort.audio.alliance.world-boss-kill.v1`              | `alliance.world_boss_kill`              | Boss/alliance punctuation SFX | `assets/generated/game-design/phase10/audio/boss-alliance/alliance-world-boss-kill.mp3`              |    2.40s |  38 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | World boss kill remains visible through kill state and shared loot panel.                 |
| `war-effort.audio.stinger.war-council-reroll.v1`            | `stinger.war_council_reroll`            | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/stinger-war-council-reroll.mp3`            |    1.20s |  20 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Objective reroll remains visible through reroll token and changed card.                   |
| `war-effort.audio.onboarding.oath-prompt.v1`                | `onboarding.oath_prompt`                | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/onboarding-oath-prompt.mp3`                |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Oath prompt remains visible through onboarding panel and readable oath copy.              |
| `war-effort.audio.onboarding.first-banner.v1`               | `onboarding.first_banner`               | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/onboarding-first-banner.mp3`               |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | First banner remains visible through banner frame and milestone copy.                     |
| `war-effort.audio.onboarding.single-camp-reveal.v1`         | `onboarding.single_camp_reveal`         | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/onboarding-single-camp-reveal.mp3`         |    1.36s |  22 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Single-camp reveal remains visible through revealed camp marker and text.                 |
| `war-effort.audio.music.bed.dawn-report-underscore.v1`      | `music.bed.dawn_report_underscore`      | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/music-bed-dawn-report-underscore.mp3`      |   10.00s | 157 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Dawn Report underscore remains visible through report layout and copy.                    |
| `war-effort.audio.ambience.map-building-smoke-fire-bed.v1`  | `ambience.map_building_smoke_fire_bed`  | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/ambience-map-building-smoke-fire-bed.mp3`  |    8.00s | 126 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Building activity remains visible through smoke/fire dressings and labels.                |
| `war-effort.audio.event.resource-essence-tick.v1`           | `event.resource_essence_tick`           | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-resource-essence-tick.mp3`           |    0.68s |  12 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Resource gain remains visible through resource count and essence icon.                    |
| `war-effort.audio.event.fog-push.v1`                        | `event.fog_push`                        | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-fog-push.mp3`                        |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Fog push remains visible through fog movement and sector state.                           |
| `war-effort.audio.event.refog.v1`                           | `event.refog`                           | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-refog.mp3`                           |    1.08s |  18 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Re-fog remains visible through fog overlay and sector label.                              |
| `war-effort.audio.event.corruption-spread.v1`               | `event.corruption_spread`               | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-corruption-spread.mp3`               |    1.20s |  20 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Corruption spread remains visible through corruption overlay and warning copy.            |
| `war-effort.audio.ceremony.tome-pickup-rare.v1`             | `ceremony.tome_pickup_rare`             | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/ceremony-tome-pickup-rare.mp3`             |    1.08s |  18 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Rare tome pickup remains visible through rarity frame and tome card.                      |
| `war-effort.audio.ceremony.hall-of-banners-enshrinement.v1` | `ceremony.hall_of_banners_enshrinement` | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/ceremony-hall-of-banners-enshrinement.mp3` |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Enshrinement remains visible through gallery slot and veteran plaque.                     |
| `war-effort.audio.ceremony.hero-quirk-flourish.v1`          | `ceremony.hero_quirk_flourish`          | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/ceremony-hero-quirk-flourish.mp3`          |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Hero quirk remains visible through quirk badge and label.                                 |
| `war-effort.audio.stinger.nemesis-reveal.v1`                | `stinger.nemesis_reveal`                | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/stinger-nemesis-reveal.mp3`                |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Nemesis reveal remains visible through nameplate and report card.                         |
| `war-effort.audio.stinger.nemesis-mention.v1`               | `stinger.nemesis_mention`               | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/stinger-nemesis-mention.mp3`               |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Nemesis mention remains visible through report mention and nameplate.                     |
| `war-effort.audio.ambience.shared-front.v1`                 | `ambience.shared_front`                 | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/ambience-shared-front.mp3`                 |    8.00s | 126 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Shared front remains visible through alliance map and connected state.                    |
| `war-effort.audio.event.faction-league-login.v1`            | `event.faction_league_login`            | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/event-faction-league-login.mp3`            |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Faction league login remains visible through league emblem and rank text.                 |
| `war-effort.audio.event.seasonal-bragging.v1`               | `event.seasonal_bragging`               | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/event-seasonal-bragging.mp3`               |    1.20s |  20 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Seasonal bragging remains visible through season badge and stat card.                     |
| `war-effort.audio.event.tavern-contract-coop.v1`            | `event.tavern_contract_coop`            | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/event-tavern-contract-coop.mp3`            |    1.00s |  17 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Cooperative contract remains visible through tavern contract card.                        |
| `war-effort.audio.ceremony.veteran-retirement.v1`           | `ceremony.veteran_retirement`           | Phase-summary SFX             | `assets/generated/game-design/phase11/audio/phase-summary/ceremony-veteran-retirement.mp3`           |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Veteran retirement remains visible through retirement card and banner state.              |
| `war-effort.audio.stinger.slain-nemesis-chronicle.v1`       | `stinger.slain_nemesis_chronicle`       | Phase-summary SFX             | `assets/generated/game-design/phase11/audio/phase-summary/stinger-slain-nemesis-chronicle.mp3`       |    1.68s |  27 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Slain nemesis chronicle remains visible through chronicle entry.                          |
| `war-effort.audio.stinger.illuminated-page.v1`              | `stinger.illuminated_page`              | Phase-summary SFX             | `assets/generated/game-design/phase11/audio/phase-summary/stinger-illuminated-page.mp3`              |    1.48s |  24 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Illuminated page remains visible through saga page art and readable copy.                 |
| `war-effort.audio.stinger.war-games-outro.v1`               | `stinger.war_games_outro`               | Phase-summary SFX             | `assets/generated/game-design/phase12/audio/phase-summary/stinger-war-games-outro.mp3`               |    1.76s |  29 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | War Games outro remains visible through demo complete state.                              |
| `war-effort.audio.music.loop.war-games-demo.v1`             | `music.loop.war_games_demo`             | Phase-summary SFX             | `assets/generated/game-design/phase12/audio/phase-summary/music-loop-war-games-demo.mp3`             |   10.00s | 157 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | War Games demo loop remains visible through demo state and progress-inert markers.        |
| `war-effort.audio.event.progress-inert.v1`                  | `event.progress_inert`                  | Phase-summary SFX             | `assets/generated/game-design/phase12/audio/phase-summary/event-progress-inert.mp3`                  |    0.88s |  15 KB | Production generated audio asset | Runtime promotion pending; not yet wired to app code or public-demo mirrors | Progress-inert state remains visible through inert marker and explanatory label.          |

## Runtime Promotion Requirements

A generated asset row is not delivery-ready until the owning implementation phase records the runtime promotion details. Required records and checks:

* App catalog entry in `apps/web/src/data/mediaCatalog.ts` or a documented replacement catalog path.
* Source, ownership, rights, attribution, and `CREDITS.md` updates.
* Optimization, metadata cleanup, byte-size budget, dimensions, and, for audio, loudness and duration records.
* Browser-served app path plus public-demo mirror path when demo parity is in scope.
* Service-worker cache and offline-demo updates for demo-owned assets.
* Fallback evidence for failed image load, blocked audio, visible labels, static twins, reduced-motion parity, and screen-reader copy.
* Privacy review confirming no raw prompts, transcripts, terminal output, absolute paths, secrets, or unredacted local data are embedded in media or captions.
* Focused tests or checks for the consuming surface, such as battlefield visual checks, audio manifest tests, catalog gates, and public-demo parity checks.

## Generation Notes

* `war-effort.boss.blight-titan-standee.v1` was generated with the built-in Codex imagegen path on 2026-07-08, copied from the default generated-images location into the repository, and chroma-keyed locally with ImageMagick.
* `war-effort.boss.null-sovereign-world-boss-standee.v1` was generated with the built-in Codex imagegen path on 2026-07-08, copied from the default generated-images location into the repository, and chroma-keyed locally with ImageMagick.
* `war-effort.siege.set-piece-static.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.hall-of-banners.gallery-backdrop.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.battle-report.frame.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.dawn-report.recap-backdrop.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.war-council.objective-board.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.territory-map.base.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.home-sector.building-dressings.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.banners-regalia.sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.class-icons.flares-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.war-tide.meter-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.onboarding.first-ten-minutes-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.loot.roll-visuals-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.tomes.expansion-art-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.relics.set-art-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.hero-quirks.palette-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.nemesis.presentation-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.town-crier.toast-chrome-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.command-ceremony.props-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.live-enemies.effects-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.strike-vocabulary.effects-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.reduced-motion.static-badges-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.alliance-war.visuals-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.seasons-saga.visuals-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* `war-effort.war-games.demo-presentation-sheet.v1` was generated with the built-in Codex imagegen path on 2026-07-08 and copied directly into the repository as a full-frame static image.
* The retained chroma source is repository evidence for replacement, re-extraction, or future optimization. The alpha PNG is the production asset to use first unless a later replacement supersedes it.
* Runtime implementation should still record the consuming path, mirror path, cache behavior, and UI fallback at the time the asset is wired into a phase.


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