Fogbreak - UI directions

Real coded UI - layout, components, type, motion - not paintings. Each opens full-screen with its own theme toggle (Carmel Stone light / Monterey Shale dark). Breadth first: tell me which directions you like and I'll converge + build them into the shell.

Coastline (home)

Constellation

Shores as a calm node-map; Canals link related Shores; fog clears toward what you're active in.

Gemini-3.1-proOpen ↗

Depth bands

Receding planes - active Shores in warm focus, dormant ones dissolving into cooler fog.

Gemini-3.1-proOpen ↗

Tide grid

A refined card grid of Shores with Current sparklines + Canal links.

Kimi-k2.7Open ↗

A Shore open (workspace)

Edge-to-edge panes

Real OSS-app panes tiled edge-to-edge; the gaps are live Canals; bottom Marine-Layer dock.

Gemini-3.1-proOpen ↗

Focus + periphery

One sharp focal pane; peripheral panes recede into fog (attention as fog density).

Gemini-3.1-proOpen ↗

Builder workbench

Dense, high-noon pro layout - raw Kestra DAG + a real CRM table + a rising Pier.

Kimi-k2.7Open ↗

Pier + Council

Frosted glass Pier

A Pier risen from the dock with the Council's reasoning + a Leash-gated AP2 approval.

Gemini-3.1-proOpen ↗

Council thread

The Council as a vertical thread building to one Leash-approved action.

Kimi-k2.7Open ↗

The Atlas

Knowledge graph

The Shore's OKF/memory as a force graph; stigmergy-weighted edges; click-to-focus.

Kimi-k2.7Open ↗