Achievement markers earned in Adventurer mode boost matching builder caps.
Essence flow
Resonance
4,551
+12%
Build cap
Wisdom
180
+18%
Brains cap
Creativity
45
+9%
Skins room
Connection
230
+23%
Co-op cap
Akashic essences earned through play boost matching builder caps. Visit the Adventurer view to see how essences are gained.
All dimensions
43
BUILD
0
MOVERS
47
PIECES
12K
DETAIL
32%
SKINS
7
LIGHTS
2
BRAINS
Lv 30
ANIMESH
What changes when Akashic rewards merge with builder capacity
In every metaverse I've seen, character progression and creator progression are siloed — the player who slew the dragon and the player who built the castle have different stat pages. BBWorlds, with AI-first identity at its core, can treat them as two facets of one identity. Mockup K demonstrates the merge.
Six integration techniques
Facet-pivot chip in the identity card corner — "Adventurer · 25 ›" links to the character sheet. Same identity, different view. One-click flip; back-link mirrors on the Akashic side.
Dual-progression contribution ribbon in the tier card — "Adventurer Lv 25 +12% · Free tier" — shows both paths feeding the next tier. Character work AND subscription path both visibly contribute; neither replaces the other.
Essence Flow section — Akashic essences (Resonance / Wisdom / Creativity / Connection) shown pumping into matching builder dimensions (Build cap / Brains / Skins / Co-op). Each row: source essence dot in essence color, animated arrow, destination dimension in dimension color, bonus percentage. Makes the relationship between play and build legible.
Achievement markers colored by Akashic attribute category — small dots inside the polygon, color-coded by category: red (PHYSICAL), blue (MENTAL), yellow (SOCIAL), violet (CREATIVE). Hover reveals the deed and the boost. "Slew the Plaza Wyrm → Movers +2" turns world-events into builder-equipment.
Akashic category-color chips in the radial footer — matches the screenshot's PHYSICAL / MENTAL / SOCIAL / CREATIVE row exactly. The Budget dashboard inherits the same category visual language; this is the most explicit dashboard-sibling signal.
Locked-tile values reference Akashic levels — ANIMESH shows "Lv 30" (Akashic level to unlock) instead of "Architect" (tier name). The unlock condition can be either path: get to Lv 30 in Adventurer mode OR reach Architect tier via subscription. Either route opens it.
Why this matters strategically
Subscriptions feel earned, not bought. Tier upgrades aren't paywalls — they're milestones that can be reached by play OR payment. The dashboard shows progression, not subscription state. Closer to Path of Exile / Black Desert ladders than to Notion / Linear SaaS tier-gates.
Both paths reinforce each other. Play-deep players accumulate creator headroom; build-deep players accumulate character standing. Engagement in either direction feeds both.
Dissolves "free vs paid" into one curve. Subscription accelerates, doesn't unlock-exclusively. Free-tier players see themselves climbing — the prompt to subscribe is "skip the grind," not "buy access."
The Budget dashboard becomes the Builder facet of the player's character sheet. Two dashboards, same identity, mutually-reinforcing chrome. The user is whole; their tools acknowledge it.
Sample essence → cap mapping (placeholder)
Essence
Flows to
Conversion
Resonance
Build cap multiplier
×0.001
Wisdom
Brains complexity
×0.1
Creativity
Skins headroom
×0.2
Connection
Co-op cap
×0.1
Placeholder conversions; product/Allen would pick the actual rates. Drift-over-time configurable (per ADR-126 §2.8 principle 3 — same coefficient-drift model).
Risks & guards
Opacity risk. Players might not understand why their Build cap moved without seeing the essence flow visualization. The dashboard surface above makes the relationship visible; without it, the system would feel arbitrary.
Pay-to-win risk. If subscription tier gives both content AND essence boosts, it edges toward predatory. Guard: subscription gives a multiplier on essence conversion (faster headroom growth) but doesn't replace the essence-earning gameplay. Free-tier players can match Architect tier through play; subscribers just get there faster.
Coupling risk. Once builder caps depend on character essence, changes to the Akashic balance ripple into builder experience. Need a coordination model — likely the same "advisory budget" pattern from ADR-126 §2.8.
Implementation gating
This is the most speculative mockup in the series. Dependencies:
Akashic essence system must be live with persistent storage (status unknown to UX-track).
Achievement tracking must exist (likely candidate future ADR).
Tier model (ADR-107) must be live with subscription gates.
ADR-117 budget dashboard must have shipped its base layout (Mockup I).
Even with all dependencies, this is Phase 3+ work — well after Mockup I + J. But the layout above shouldn't surprise anyone — Mockup I already reserves the slot for the Essence Flow section (just put a generic "Top contributors" placeholder in v1, then swap to Essence Flow when Akashic essences become available).
Five more open questions for product / Allen / tech track
Q23: Adopt dual-progression direction for the Builder Profile? UX-track strongly recommends — it's the design move that distinguishes BBWorlds from every other metaverse's siloed-tier-system.
Q24: Essence → cap mapping. Which essences flow to which dimensions, at what conversion rates? Product / Allen call; UX-track will swap in the actual values.
Q25: Are achievements purely Akashic, or does building unlock Akashic achievements too? (E.g., "Built a 100-prim castle" → bumps a CRE attribute.) Bidirectional flow makes the merge complete.
Q26: Subscription role. UX-track recommendation: subscription gives an essence-conversion multiplier (faster progression) but never replaces gameplay. Product confirm or push back?
Q27: The facet-pivot chip ("Adventurer · 25 ›") — does it open the existing AkashicPanel, or is there a separate Builder/Adventurer dual-view shell? UX-track suggests reusing the existing AkashicPanel; this just adds a pivot affordance to its corner mirroring this one.