Mockup K — Akashic-Rewarded Tier Framing (dual-progression dashboard)

Builder Profile
Adventurer 25
Builder Architect
59% of the way 12 builds + character bonus
Contributing: Adventurer Lv 25 +12% Free tier
Resource profile
ARCHITECT BUILDER Slew the Plaza Wyrm — Movers +2 10× Combat HUD shipped — Brains capacity unlocked Authored "Bob's Refactor" — Brains complexity bonus First PBR material — Skins richness milestone Composed Plaza theme — Visual milestone Hosted 100-visitor event — Connection essence Mediated faction dispute — LDR milestone BUILD MOVERS PIECES DETAIL SKINS LIGHTS BRAINS PACK
PHYSICAL MENTAL SOCIAL CREATIVE
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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.