---
version: alpha
name: "Minecraft"
description: "Blocky pixel-grid canvas in deep charcoal and grass-block green, Minecraft Seven typeface, earthy material palette."

colors:
  # Canvas
  background: "#1d1d1d"         # deep charcoal — the near-dark default site canvas
  surface: "#2e2e2e"            # panel surface, card fills
  surface-elevated: "#3c3c3c"   # modal, dropdown surface
  surface-light: "#f2f0e8"      # cream/parchment — used in editorial / light-mode sections
  surface-moss: "#1a2a1a"       # deep green panel used beneath hero

  # Ink
  ink: "#ffffff"                 # primary text on dark canvas
  ink-muted: "#c8c8c8"          # secondary body text, captions
  ink-dark: "#1c1c1c"           # primary text on parchment / light surfaces
  on-background: "#ffffff"

  # Brand — Grass Block Palette
  primary: "#62b33b"            # grass-block green — primary CTAs, nav accents
  on-primary: "#ffffff"
  primary-dark: "#3c7a24"       # darker grass — hover state
  primary-container: "#2a5018"  # deep-green badge/tag fill

  # Dirt & Earth accents
  accent-earth: "#8b6040"       # dirt-brown — secondary accent, soil-tone UI beats /* estimated */
  accent-stone: "#6e6e6e"       # stone gray — tertiary dividers, ghost button stroke /* estimated */
  accent-sand: "#e8d07a"        # sand/gold — warning callouts, highlight badges /* estimated */

  # Interactive states
  focus-ring: "#62b33b"         # grass green focus ring
  text-hover: "#82d354"         # lighter grass on hover links /* was rgba approximated */
  link: "#62b33b"

  # Semantic
  success: "#62b33b"            # same as primary — green IS success in Minecraft
  warning: "#e8d07a"            # sand-gold warning
  error: "#cc3333"              # lava red
  info: "#5588cc"               # sky-blue info tone /* estimated */

  # Borders
  border: "#444444"             # subtle dark border between panels
  border-light: "#c0b89a"       # parchment-mode border /* estimated */

  # Shadow tints
  shadow-soft: "#000000"        # pure-black shadow — pixel world has hard shadows

typography:
  display-hero:
    fontFamily: "Minecraft Seven, 'Minecraft', 'Courier New', monospace"  # the pixel bitmap font
    fontSize: 72px
    fontWeight: 400
    lineHeight: 1.0
    letterSpacing: 2px             # pixel fonts gain clarity with positive tracking
  display:
    fontFamily: "Minecraft Seven, 'Minecraft', 'Courier New', monospace"
    fontSize: 48px
    fontWeight: 400
    lineHeight: 1.05
    letterSpacing: 1px
  heading-section:
    fontFamily: "Noto Sans, ui-sans-serif, system-ui, sans-serif"  # UI prose headings
    fontSize: 32px
    fontWeight: 700
    lineHeight: 1.2
    letterSpacing: -0.25px
  heading-sub:
    fontFamily: "Noto Sans, ui-sans-serif, system-ui, sans-serif"
    fontSize: 22px
    fontWeight: 700
    lineHeight: 1.3
    letterSpacing: 0px
  body-large:
    fontFamily: "Noto Sans, ui-sans-serif, system-ui, sans-serif"
    fontSize: 18px
    fontWeight: 400
    lineHeight: 1.6
    letterSpacing: 0px
  body:
    fontFamily: "Noto Sans, ui-sans-serif, system-ui, sans-serif"
    fontSize: 16px
    fontWeight: 400
    lineHeight: 1.6
    letterSpacing: 0px
  nav-link:
    fontFamily: "Noto Sans, ui-sans-serif, system-ui, sans-serif"
    fontSize: 14px
    fontWeight: 600
    lineHeight: 1.0
    letterSpacing: 0.5px
  button-ui:
    fontFamily: "Minecraft Seven, 'Minecraft', 'Courier New', monospace"
    fontSize: 16px
    fontWeight: 400
    lineHeight: 1.0
    letterSpacing: 1px
  caption:
    fontFamily: "Noto Sans, ui-sans-serif, system-ui, sans-serif"
    fontSize: 13px
    fontWeight: 400
    lineHeight: 1.5
    letterSpacing: 0px

spacing:
  xs: 4px
  sm: 8px
  md: 16px
  lg: 24px
  xl: 32px
  2xl: 48px
  3xl: 64px
  4xl: 96px

rounded:
  none: 0px       # the dominant radius — blocks don't have curves
  sm: 2px         # micro rounding on very small interactive chips only
  md: 4px         # subtle softening on input fields /* estimated */
  pill: 9999px    # tag pills only

components:
  button-primary:
    backgroundColor: "{colors.primary}"
    textColor: "{colors.on-primary}"
    typography: "{typography.button-ui}"
    rounded: "{rounded.none}"
    padding: 12px 24px
  button-primary-hover:
    backgroundColor: "{colors.primary-dark}"
    textColor: "{colors.on-primary}"
    typography: "{typography.button-ui}"
    rounded: "{rounded.none}"
    padding: 12px 24px
  button-primary-active:
    backgroundColor: "{colors.primary-container}"
    textColor: "{colors.on-primary}"
    typography: "{typography.button-ui}"
    rounded: "{rounded.none}"
    padding: 12px 24px
  button-secondary:
    backgroundColor: "{colors.surface}"
    textColor: "{colors.ink}"
    typography: "{typography.button-ui}"
    rounded: "{rounded.none}"
    padding: 12px 24px
  button-secondary-hover:
    backgroundColor: "{colors.surface-elevated}"
    textColor: "{colors.ink}"
    typography: "{typography.button-ui}"
    rounded: "{rounded.none}"
    padding: 12px 24px
  button-ghost:
    backgroundColor: "{colors.background}"
    textColor: "{colors.ink}"
    typography: "{typography.button-ui}"
    rounded: "{rounded.none}"
    padding: 12px 24px
  card:
    backgroundColor: "{colors.surface}"
    textColor: "{colors.ink}"
    rounded: "{rounded.none}"
    padding: 24px
  card-hover:
    backgroundColor: "{colors.surface-elevated}"
    textColor: "{colors.ink}"
    rounded: "{rounded.none}"
    padding: 24px
  input:
    backgroundColor: "{colors.surface}"
    textColor: "{colors.ink}"
    typography: "{typography.body}"
    rounded: "{rounded.md}"
    padding: 10px 14px
  input-focus:
    backgroundColor: "{colors.surface}"
    textColor: "{colors.ink}"
    borderColor: "{colors.focus-ring}"
    typography: "{typography.body}"
    rounded: "{rounded.md}"
    padding: 10px 14px
  badge:
    backgroundColor: "{colors.primary-container}"
    textColor: "{colors.primary}"
    typography: "{typography.caption}"
    rounded: "{rounded.pill}"
    padding: 4px 10px
  badge-earth:
    backgroundColor: "{colors.accent-earth}"
    textColor: "{colors.ink}"
    typography: "{typography.caption}"
    rounded: "{rounded.none}"
    padding: 4px 8px
  nav-item:
    backgroundColor: "{colors.background}"
    textColor: "{colors.ink}"
    typography: "{typography.nav-link}"
    rounded: "{rounded.none}"
    padding: 8px 16px
  nav-item-hover:
    backgroundColor: "{colors.surface}"
    textColor: "{colors.primary}"
    typography: "{typography.nav-link}"
    rounded: "{rounded.none}"
    padding: 8px 16px
---

# Minecraft Design System

## Overview

Minecraft's website translates the game's foundational promise — a world made of blocks, where every surface is a raw material — into digital chrome. The canvas opens on a deep charcoal (`{colors.background}`) that reads less like a designed dark mode and more like the rendered darkness of an underground cave system. Against this field, the grass-block green (`{colors.primary}`) does exactly what it does in the game: it signals life, the surface, the place you break through to. The brand is not trying to be sophisticated; it is trying to be instantly, globally, childishly recognized by anyone who has ever mined their first dirt block.

The typographic system is deliberately split. Minecraft Seven — the pixel-grid bitmap font that the game's in-world HUD has used since Alpha 1.0 — handles all branded display moments: hero headlines, button labels, game-edition callouts. It is rendered at sizes where its 8×8 pixel cell structure is visible and intentional, not cleaned up. Beneath that, Noto Sans carries body copy, navigation, and prose sections with a utilitarian openness that honors the game's global audience (Minecraft has been translated into over 30 languages; Noto's multilingual coverage is its whole reason for existing here). The two fonts never fight — one is a visual artifact from the game world, one is infrastructure.

The palette is an earth-material system rather than a brand-color system. Charcoal is stone. Green is grass. `{colors.accent-earth}` is dirt. `{colors.accent-sand}` is sand and gold. `{colors.error}` is lava. These are not arbitrary brand decisions; they are the Minecraft biome hierarchy — the same chromatic logic a player uses to navigate a survival world — imported into the interface wholesale. Every UI decision reinforces the same material vocabulary: sharp `{rounded.none}` corners everywhere (blocks don't have bevels), hard drop shadows (pixel-world shadows are pure-black and directional), and a layout that snaps to visible grid increments.

**Key Characteristics:**
- Deep charcoal canvas (`{colors.background}`) — cave darkness as the page ground plane
- Grass-block green (`{colors.primary}`) as the singular brand accent and primary CTA color
- Minecraft Seven pixel bitmap font for all branded display and button text — 8×8 grid, positive letter-spacing
- Noto Sans for all UI prose, navigation, and body copy — broad language coverage, utilitarian clarity
- Zero border-radius on every interactive element — `{rounded.none}` as the system's defining shape rule
- Earth-material palette: charcoal (stone), green (grass), brown (dirt), gold (sand), red (lava)
- Blocky grid-snap layout — spacing scales in 8px and 16px increments, no odd values
- Hard pure-black drop shadows — `box-shadow: 4px 4px 0 #000` pixel-accurate, no blur
- Game-edition cards use distinct environmental photography (biome shots, world screenshots) full-bleed
- Navigation is dark and compact, icon-heavy — Creeper face favicon and brand logomark anchor the left
- Positive letter-spacing (+1–2px) on all pixel-font text so cells read at screen resolution
- Earthy secondary accents (`{colors.accent-earth}`, `{colors.accent-sand}`) used for badges, pricing, and callout states

## Colors

### Canvas
- **Cave Charcoal** (`{colors.background}`): The primary page background — close to `#1d1d1d`, the darkest stone-gray before absolute black. Not pure black; it's a Minecraft cave at render distance 8. All page chrome sits on this surface.
- **Panel Surface** (`{colors.surface}`): A step above the canvas — card backgrounds, sidebar fills, content modules. The equivalent of a wooden plank against stone.
- **Elevated Surface** (`{colors.surface-elevated}`): Modal surfaces, dropdown backgrounds, secondary card states. Iron block against wood.
- **Parchment** (`{colors.surface-light}`): Cream/parchment tone used in editorial content zones, article bodies, and certain marketing sections that want a warmer, more booklike feel.

### Brand Accent — Grass Block
- **Grass Green** (`{colors.primary}`): The signature. Primary CTAs ("Download Now", "Buy Minecraft"), active navigation states, focus rings, link colors, and any UI element that signals "do this." Exact match to the classic Minecraft grass-block top-face color.
- **Grass Dark** (`{colors.primary-dark}`): Hover state for primary buttons — deepened by about 15%, stays within the green family.
- **Deep Canopy** (`{colors.primary-container}`): Near-black green for badge fills, label backgrounds, and the surface inside chips where green text sits.

### Earth Accents
- **Dirt Brown** (`{colors.accent-earth}`): The warm secondary accent. Used on secondary badges, pricing callouts, secondary section backgrounds. Matches the game's dirt block side texture.
- **Stone Gray** (`{colors.accent-stone}`): Tertiary dividers, ghost button strokes, disabled states. The Minecraft world's most common material, here serving as mid-tone neutral.
- **Sand/Gold** (`{colors.accent-sand}`): Warning states, premium pricing callouts, "new" badges, featured-edition labels. Gold ore frequency in the game maps to its rarity here.

### Text
- **Pixel White** (`{colors.ink}`): All primary text on dark surfaces — pure `#ffffff` for maximum contrast against the charcoal canvas.
- **Muted White** (`{colors.ink-muted}`): Secondary body text, captions, metadata labels. Equivalent to a pale gray pixel.
- **Dark Ink** (`{colors.ink-dark}`): Primary text on parchment and light editorial surfaces.

### Semantic
- **Lava Red** (`{colors.error}`): Error states, danger alerts, destructive-action confirmations. Lava is the most dangerous material in the game — same threat register here.
- **Sky Blue** (`{colors.info}`): Informational callouts, tooltip backgrounds. Minecraft sky.
- **Sand Warning** (`{colors.warning}`): Matches `{colors.accent-sand}` — warnings share the gold/sand register.

### Borders & Shadows
- **Panel Border** (`{colors.border}`): Low-contrast border between adjacent charcoal panels — subtle structure without harsh lines.
- **Pixel Shadow** (`{colors.shadow-soft}`): Pure `#000000` used for the hard 4px offset shadows that mimic Minecraft's in-game block shadows.

## Typography

### Font Family
- **Brand Display**: `Minecraft Seven` — the official pixel bitmap typeface extracted from the game's HUD. Monospace, 8×8 grid cell, uppercase-dominant. Available as a web font from Minecraft's CDN and as a free download from font sites. Closest web-safe substitute: `Courier New` bold at carefully sized increments.
- **UI Prose**: `Noto Sans` via Google Fonts — humanist sans-serif with coverage for 500+ languages. Clean, neutral, optimized for body reading. Closest substitute: `Inter` or `Roboto`.
- **OpenType Features**: Pixel font relies on no OT features — the character comes purely from cell structure. Noto Sans uses standard ligatures and kern pairs.

### Hierarchy

| Token | Use |
|---|---|
| `display-hero` | Homepage "Minecraft" wordmark treatments, edition launch banners — pixel font at max visible grid scale |
| `display` | Edition names ("Bedrock Edition", "Java & Bedrock Edition"), major section title callouts |
| `heading-section` | "Features", "Latest News", "Buy Now" section labels — Noto Sans, bold, clean |
| `heading-sub` | Card titles, modal headings, sub-section labels |
| `body-large` | Feature descriptions, editorial intro paragraphs |
| `body` | Standard reading text: article body, store descriptions, FAQ answers |
| `nav-link` | Navigation items, footer links, breadcrumbs |
| `button-ui` | All button labels — pixel font, so CTAs are visually continuous with the HUD register |
| `caption` | Metadata, legal copy, image credits |

### Principles
- **Pixel font is a portal**: Minecraft Seven at `{typography.display-hero}` isn't nostalgia — it's an actual interface artifact from the game world. Every time a player reads "Download Minecraft" in this font, they're looking at the same letterforms that told them their inventory was full. That continuity is worth the readability trade-off at display sizes.
- **Positive tracking on pixel font**: Unlike grotesks that gain from tightening, `Minecraft Seven` at screen resolution needs `1–2px` positive letter-spacing so individual pixel cells remain visually distinct rather than blurring into connected glyphs.
- **Noto as multilingual infrastructure**: The game's global player base includes many languages where Latin grotesks degrade or fail entirely. Noto Sans is not an aesthetic choice — it is a functional one, covering Simplified Chinese, Japanese, Korean, Arabic, Hindi, and 490+ more scripts without font fallback gaps.
- **Weight restraint in prose**: Noto Sans never goes above weight 700 in the UI. Heavy weights on a dark canvas reduce contrast rather than adding presence. The pixel font already carries the visual weight; prose type can stay measured.
- **No italic in the system**: The pixel font has no italic variant. Prose uses italic only in editorial body copy (block quotes, emphasis), never in chrome or navigation.

## Layout

### Spacing System
The complete spacing scale is in the `spacing:` token block above. Base unit: 8px.

The grid is a block grid — all spacing values are multiples of 8px (`8, 16, 24, 32, 48, 64, 96`). The 4px value exists only for micro-details (inner badge padding, icon-to-label gaps). No intermediate values appear; a 13px margin would be as incongruous as a 13-pixel-tall block in the game engine.

### Grid & Container
- Max content width: 1280px centered; full-bleed hero and game-art sections extend edge-to-edge
- Hero: full-viewport-width photography of game worlds — biome shots, builds, promotional key art
- Feature grid: typically 3-column on desktop, 2 on tablet, 1 on mobile — each cell a game-edition or feature block
- News/article grid: 3-column card grid desktop, 2 tablet, 1 mobile
- Store: product cards in a 4-column grid desktop — Minecraft Java, Bedrock, Legends, Dungeons
- Gutters: 16px between cards (2 grid units), 32–64px between page sections

### Whitespace Philosophy
- **Darkness as margin**: The charcoal canvas absorbs padding and makes even tight layouts feel spacious. Blocks of content float against the cave backdrop with natural visual separation.
- **Grid rigidity over breathing room**: The system doesn't use whitespace generously — it uses it exactly. 16px is 2 blocks, 32px is 4 blocks. Breathing room is architectural, not decorative.
- **Full-bleed game art earns its density**: Large photography panels fill the viewport and establish visual richness. Text and chrome elements are minimal alongside game worlds; the art does the luxury work.

## Elevation & Depth

| Level | Treatment | Use |
|---|---|---|
| Flat (Level 0) | No shadow | Canvas backgrounds, in-page section fills, inline text |
| Block Rest (Level 1) | `4px 4px 0 #000000` | Primary CTAs at rest — the signature pixel-hard shadow |
| Block Hover (Level 2) | `6px 6px 0 #000000` | Primary CTA hover — shadow offset increases, button appears to rise |
| Card Lift (Level 3) | `4px 4px 0 rgba(0,0,0,0.5)` | Content cards on hover, `box-shadow` approximated as `#000000` at rest |
| Modal (Level 4) | `8px 8px 0 #000000` | Modal overlays, dropdown panels — maximum hard-offset presence |
| Focus Ring | `0 0 0 3px {colors.focus-ring}` | Keyboard focus on buttons and inputs |

**Shadow Philosophy**: Minecraft uses exclusively **hard offset shadows** — no blur radius, no spread, pure directional `x y 0 #000`. This is the game's own lighting model: in Minecraft, a block either receives full light or drops into hard shadow; there is no ambient occlusion softness. The 4px offset on all interactive elements creates the same tactile language as the brick-press on Lego — a physical click-in feel — except instead of suggesting plastic, it suggests the way a block looks when placed one unit to the right of a light source. The system refuses soft Gaussian blur because soft shadows imply a rendered 3D world, and Minecraft's world is voxel geometry. Hard edges only.

## Shapes

The complete radius scale is in the `rounded:` token block above.

| Token | Value | Use |
|---|---|---|
| `none` | 0px | All primary interactive elements — buttons, cards, inputs, nav, modals |
| `sm` | 2px | Micro-rounding on the smallest chips when strict zero reads as too harsh at tiny sizes |
| `md` | 4px | Input fields where platform conventions slightly soften the edge |
| `pill` | 9999px | Category tags, genre badges, and small reading labels only |

The system is **binary at the macro level**: everything is `{rounded.none}`. Blocks are square. The only exception is small text labels where zero-radius at 13px creates an optical sharpness that tips from bold to harsh. The pill (`{rounded.pill}`) appears exclusively on small read-only tags, never on action buttons.

## Components

The complete component spec lives in the `components:` token block above.

### Button variants

- **`button-primary`** — Grass green (`{colors.primary}`) fill, white pixel-font label, zero radius, hard 4px black drop shadow. The web equivalent of clicking a Minecraft UI button: blocky, green, satisfying. Hover deepens to `{colors.primary-dark}` and the shadow offset increases to 6px.
- **`button-secondary`** — Dark panel fill (`{colors.surface}`), white pixel-font label, zero radius. Used for secondary actions alongside a primary green CTA.
- **`button-ghost`** — Canvas background, white text, `1px solid {colors.border}` outline stroke. Used for tertiary options and destructive confirmations where color would be misleading.

### Cards

Game-edition cards are the system's flagship pattern: full-bleed screenshot or promotional art as the card background, a semi-transparent panel at the bottom carrying the edition name in `{typography.display}` pixel font, pricing in `{typography.heading-sub}`, and a primary green CTA. Zero radius on all card edges. Shadow of `4px 4px 0 {colors.shadow-soft}` lifts the card off the canvas.

News and article cards use a thumbnail + metadata + excerpt pattern on a `{colors.surface}` background, with the title in Noto Sans `{typography.heading-sub}`, a category badge in `{colors.primary-container}`, and a `1px solid {colors.border}` edge.

### Inputs

Form fields use `{colors.surface}` backgrounds with `{rounded.md}` (4px — the subtle exception in this otherwise zero-radius system). Focus state applies a `3px solid {colors.focus-ring}` outline in grass green. Placeholder text renders in `{colors.ink-muted}`. The pixel font is never used in inputs — Noto Sans maintains legibility for user-entered content.

### Badges / Tags

- **Edition badges** (e.g., "NEW", "BEST SELLER"): `{colors.accent-sand}` fill, `{colors.ink-dark}` text, `{rounded.none}`, zero radius — these are block-like stamps.
- **Category tags** on news cards: `{colors.primary-container}` fill, `{colors.primary}` green text, `{rounded.pill}` radius, `{typography.caption}` — the only fully-rounded element in the system.

### Navigation

Compact horizontal nav on `{colors.background}`. The Minecraft logo (block face + wordmark) anchors the left. Navigation links use `{typography.nav-link}` in `{colors.ink}`, shifting to `{colors.primary}` on hover. CTAs ("Get Minecraft", account icon) right-aligned. On mobile, collapses to a hamburger menu that opens a full-screen dark drawer with stacked navigation items.

## Do's and Don'ts

### Do
- Use `{rounded.none}` on all buttons, cards, modals, and inputs — the zero-radius block shape is non-negotiable
- Set all display and button text in `Minecraft Seven` pixel font with `1–2px` positive letter-spacing
- Apply the 4px hard-offset black drop shadow (`4px 4px 0 #000`) to every primary CTA at rest
- Use `{colors.primary}` exclusively for primary CTAs and focus states — preserve its grass-block immediacy
- Keep the earth-material palette coherent: charcoal for stone, green for grass, brown for dirt, gold for sand, red for lava
- Snap every spacing value to the 8px block-grid — no intermediate values
- Use full-bleed game world photography for hero and edition card backgrounds
- Apply `{typography.button-ui}` (pixel font) to all button labels so every CTA references the in-game HUD register
- Use `{colors.ink-muted}` for secondary metadata — high-contrast white text everywhere reads as claustrophobic on a dark canvas
- Serve Noto Sans for all prose so multilingual users see consistent, intended typography

### Don't
- Don't add border-radius larger than `{rounded.sm}` (2px) to any primary interactive element — rounded blocks are not Minecraft blocks
- Don't use soft Gaussian blur shadows — the system is 4px hard-offset only, no `blur-radius`
- Don't introduce the pixel font at sizes below 14px — below this threshold, `Minecraft Seven` degrades to unreadable noise
- Don't use `{colors.primary}` for decorative fills or background panels — grass green marks action, not decoration
- Don't put Noto Sans on buttons or display-level callouts — the pixel font is the brand voice at those sizes
- Don't use the parchment surface (`{colors.surface-light}`) on dark-adjacent panels — it needs surrounding light sections to land correctly
- Don't apply mid-range radius (6–12px) anywhere — the system is zero-radius except inputs (4px) and pills
- Don't use multiple accent colors on the same card — pick either the earth-brown or the sand-gold accent, never both
- Don't shrink the pixel font below its minimum legible size — preserve letter-spacing so cells remain distinct
- Don't use atmospheric soft shadows on card backgrounds — the hard-offset treatment is the elevation language

---

## Responsive Behavior

### Breakpoints
| Name | Width | Key Changes |
|---|---|---|
| Mobile Small | <360px | Single column, hero type 32–40px pixel font, stacked CTAs |
| Mobile | 360–599px | Single column, hamburger nav, edition cards stack 1-up |
| Tablet | 600–959px | 2-column card grid, nav links partially visible, hero type 40–56px |
| Desktop | 960–1279px | 3-column card grid, full nav, hero type 56–72px, sidebar visible |
| Large Desktop | ≥1280px | 4-column edition grid, max content 1280px, hero type 72px+ |

### Touch Targets
- Primary CTAs: minimum 48px touch height (`12px 24px` padding on 16px pixel font) — comfortable for all ages including younger Minecraft players
- Navigation items: 40px+ height with 16px horizontal padding
- Edition cards: large tap targets by nature (full card is interactive)
- Category tags: minimum 32px height on mobile

### Collapsing Strategy
- **Navigation**: Full horizontal bar collapses to hamburger on tablet and below; full-screen dark drawer with stacked links and primary CTA at bottom
- **Edition grid**: 4-column → 3-column → 2-column → 1-column; card art always full-width within the column
- **Hero type**: Pixel font scales down from 72px → 48px → 40px → 32px — stays in `Minecraft Seven` at all breakpoints; never swapped to Noto Sans
- **Section spacing**: 64–96px desktop gaps → 32–48px mobile; always multiples of 8px
- **Feature grid**: 3-column desktop → 2-column tablet → 1-column mobile; feature icon scales proportionally

### Image Behavior
- Game-world hero shots: full-bleed at all breakpoints using `object-fit: cover` — the world keeps its horizon
- Edition card art: crops responsively to maintain the subject (game character, key art focal point) centered
- No explicit art-direction breakpoints in base system — single image scales with focus kept center

---

## Agent Prompt Guide

### Quick Color Reference
- Background: `{colors.background}`
- Primary Text: `{colors.ink}`
- Secondary Text: `{colors.ink-muted}`
- Brand Accent / CTA: `{colors.primary}`
- CTA Hover: `{colors.primary-dark}`
- Border: `{colors.border}`
- Pixel Shadow: `{colors.shadow-soft}` (pure black, 4px hard offset)
- Card Surface: `{colors.surface}`
- Warning / Gold Badge: `{colors.accent-sand}`
- Error / Lava: `{colors.error}`

### Example Component Prompts

- "Create a primary button in the Minecraft style: background `{colors.primary}` (grass green), text `{colors.ink}` (white) in `Minecraft Seven` pixel font 16px with `1px` letter-spacing, `{rounded.none}` corners, `12px 24px` padding, and a hard `4px 4px 0 {colors.shadow-soft}` drop shadow. On hover, shift background to `{colors.primary-dark}` and increase shadow offset to `6px 6px 0 #000000`. On active, collapse shadow to 0 and shift the element 4px down."
- "Design a game-edition card: full-bleed biome screenshot as background, 0px border-radius, `4px 4px 0 {colors.shadow-soft}` shadow. Bottom overlay: `{colors.surface}` at 90% opacity, `{typography.display}` Minecraft Seven font in `{colors.ink}` for edition name, `{typography.heading-sub}` Noto Sans for pricing, and a grass-green primary button below."
- "Build a news article card: `{colors.surface}` background, `{rounded.none}` corners, `1px solid {colors.border}` outline. Thumbnail image full-width top. Below: category badge (`{colors.primary-container}` fill, `{colors.primary}` text, `{rounded.pill}` radius, `{typography.caption}` font, `4px 10px` padding). Title in `{typography.heading-sub}` Noto Sans Bold `{colors.ink}`. Two-line excerpt in `{typography.body}` `{colors.ink-muted}`. Hover: shadow increases to `4px 4px 0 {colors.shadow-soft}`."
- "Create a navigation bar on `{colors.background}`: Minecraft block logo left-aligned at 32px. Nav links center: `{typography.nav-link}` Noto Sans `{colors.ink}`, default no underline, hover shifts text to `{colors.primary}`. Right: 'Get Minecraft' primary green button in pixel font. Entire nav sticky, 64px height on desktop, 56px on mobile."
- "Design an edition badge stamp: `{colors.accent-sand}` background, `{colors.ink-dark}` text in Noto Sans 12px weight 700 uppercase, `{rounded.none}` corners, `4px 10px` padding. Position as an absolute overlay top-left of an edition card. No drop shadow — let the card's shadow carry the elevation."

### Iteration Guide

1. Start with `{colors.background}` (cave charcoal) as the full canvas. Set `color: {colors.ink}` globally for white-on-dark text.
2. Introduce `{colors.primary}` (grass green) on exactly one element per view: the primary CTA. Every other use dilutes the grass-block signal.
3. Set all display text and button labels in `Minecraft Seven` with `letter-spacing: 1–2px` to maintain pixel-cell legibility. Drop to Noto Sans for any body copy or input text.
4. Apply `4px 4px 0 {colors.shadow-soft}` to every interactive element at rest. Increase offset to 6px on hover. Collapse to 0 on active. Never add a blur radius.
5. Enforce `{rounded.none}` on buttons, cards, inputs, and modals. Reserve `{rounded.pill}` for small read-only tag labels only.
6. Earth-palette hierarchy: charcoal (stone) → green (grass) → brown (dirt) → gold (sand) → red (lava). Assign UI roles top-to-bottom in order of visual priority.
7. Snap every spacing value to the 8px grid. If you find yourself typing `13px`, round to `16px`. If you type `6px`, round to `8px`.

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## Attribution

Independent design analysis from [Design Swatches](https://designmd.santiagoalonso.com) by [Santiago Alonso](https://santiagoalonso.com). Based on publicly observable interface patterns. Not affiliated with or endorsed by Minecraft. Brand names and trademarks belong to their respective owners.
