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Heads Up Display

Players will be presented with an overlay Heads Up Display (HUD) layout that tracks weapons, ammunition, Melee charges, Abilities, status effects, Buffs & Debuffs, Overshield, Health, Stance & Symmetry, Radar, a contextual live feed, and more. They can also activate their AI assistant to give status updates, Mission information, waypoints, and other helpful options. Below is a list of each of the shown components of the HUD.   What initially seems like an overload of information upon first glance is designed with a minimalist aesthetic and intuitive presentation.   While in non-combat areas such as Safe Zones, much of this information is hidden as it is unnecessary.  

XP Meter

Tracks how much XP a player has earned and how close to the next level they are. It is invisible but will briefly appear for a short period after the player has earned XP.  

Battery

Displays the runtime of the player’s Frame with a numeric value of currently remaining Battery Charge versus its maximum. The meter has several small thresholds at every 25% as visual indicators.  

Health Points (HP)

Displays Health points as a red bar with a numeric value of currently remaining versus maximum. Restored HP cannot exceed the maximum. Most attacks will affect the player’s Overshield first. The meter has several small thresholds every 25% as visual indicators.  

Shield Points (SP)

Displays Overshield points as a blue bar with a numeric value of currently remaining versus maximum. This begins to gradually refill automatically over time. Restored SP cannot exceed the maximum. Once depleted, attacks will directly impact the player’s Health. The meter has several small thresholds every 25% as visual indicators.  

Stance

Displays the current Stance value as a green bar with a numeric value of currently remaining versus maximum. Receiving Force damage directly reduces this gauge. Once it reaches the first threshold, the player becomes Staggered . If it becomes completely depleted, the player becomes Stunned. Stance is partially refilled after a Stun is resolved and cannot be reduced again for a short period. Stance begins to gradually refill automatically over time. Restored Stance points cannot exceed the maximum.  

Symmetry

Displays the current Symmetry value as a purple bar with a numeric value of currently remaining versus maximum. Receiving Interference damage directly reduces this gauge. Once it reaches the first threshold, the player becomes Disrupted. If it becomes completely depleted, the player becomes Desyncronized. Synergy begins to gradually refill automatically over time if the player is anywhere below the Desynchronized threshold. Restored Symmetry points cannot exceed the maximum.  

Weapons

Displays currently equipped Weapons. Players can have three types of weapons equipped: primary, secondary, and Melee. Each weapon is represented by a symbol and their current ammo reserves or charges are displayed numerically beside each weapon. The actively readied weapon is prominently featured and its current magazine ammunition count as well as its current reserves count. With melee weapons, Charges are shown.  

Melee Charges

While a Melee weapon is equipped and readied, this displays the current energy level for a player's alternate melee ability usage. It is represented by a geometric icon that slowly fills over time with a distinct visual indication that the meter is full and a melee ability can be used. Any additional Abilities charges that are applied to a character are indicated with a small separate extension icon below the larger icon.  

Ability Energy

Displays the current energy level for a player's Abilities usage. It is represented by a geometric icon that slowly fills over time with a distinct visual indication that the meter is full and an ability can be used. Any additional ability charges that are applied to a character are indicated with a small separate extension icon below the larger icon.  

Grenade Energy

Displays the current energy level for a player's Grenade usage. It is represented by a geometric icon that slowly fills over time with a distinct visual indication that the meter is full and a grenade can be used. This does not affect grenades that are thrown by using Consumable items but rather a player’s Grenade Ability. Any additional grenade charges that are applied to a character are indicated with a small separate extension icon below the larger icon.  

Overdrive Energy

Displays the current Overdrive energy as a yellow bar that slowly fills over time. Receiving or inflicting Damage fills this incrementally meter as well. The meter has several small thresholds every 25% as visual indicators. When the meter is completely full, an audio and visual cue will activate and the meter will glow. If Overdrive energy is used through any means, the meter will stop glowing and reduce to the appropriate amount remaining after utilization.  

Thruster Energy

Displays the current energy level for a player's Thruster energy for Dodging and flight. It is represented as an orange bar with a numeric value of currently remaining versus maximum that slowly fills over time. The meter has several small thresholds every 25% as visual indicators. Restored Thruster energy cannot exceed the maximum.  

Item Slot

Displays the currently equipped item or consumables, such as a fragmentation grenade or repair kit. The item's icon is displayed, along with the number of uses remaining. Once the item has been consumed or otherwise expended, the next item in the player’s belts will be selected as the currently equipped item. The item equipped and currently displayed can be quickly and easily cycled and changed.  

Objective Tracker

Displays the current Activity a player is engaged in, such as a Missions, Quests, or Raid. The name of the activity and a brief description of objectives are displayed, along with any progress made towards completion. Up to three additional objectives can be tracked as well by selecting them in the quests menu.  

Buffs and Debuffs

Displays the player's current Buffs & Debuffs, including status effects and power-ups. Each buff or debuff is represented by an icon, the name of the effect, and its remaining duration. Each status or effect will have a distinct and discrete visual indicator so player’s can easily and quickly identify them.  

Action Feed

Displays a line-item log of recent actions that have occurred in the nearby vicinity including the player’s actions as well as nearby allies or enemies such as when a player uses their Overdrive, a Homing Signal is placed, or an enemy takes a specific powerful action. Some narrative world events are also displayed here. Each line item will appear and slowly fade out over 8 seconds. The feed is six lines tall, with each subsequent line item forcing the oldest item to automatically fade out.  

Chat Box

Displays messages from other players in the game who are nearby as well as Clan members and more. The player can also use this section to send messages to other players. Some content will be automatically filtered out, and public messages can be disabled entirely through the game’s settings.  

Radar

Displays a 360-degree Radar that tracks enemies, allies, and objectives. Standard behavior when aiming down sights of a weapon will remove the radar from player view until they are no longer aiming at which time it will fade back into view. The radar will also be removed by certain negative status effects.