R5's Move round renamed and completed: Live is the isometric rendering of the one system. The member still only converses with their ally; in Live they also steer, and can watch ally↔ally and ally↔actor interactions happen. This canvas fixes the grammar: kiduna.live as a front door (2a), the HUD and what "sky = touchable" means on isometric ground (2b), contextual actions by movement and proximity (2c), goals and scoring inside sim-flagged Moves (2d), the tile/sprite/event vocabulary (2e), and the generative fallback (2f). Portals from Chat and the mode switch are designed on canvas 01 · 1f. Gold marks signed acts only; light announces what happens to you; no meters, no leaderboards, ever.
Opening kiduna.live signs you in with your one account and sets you down where your allies and organizations are — no lobby, no map screen, no "choose your world." The first frame is your ground: the container chip names where you are, the ally band is already speaking, and the mode switch reads Live · Chat — same chrome as the app, opened to the other side. The product framing is canvas 03; here, the arrival itself.
The note by the table is a light pool, not a notification: what happens to you is announced by light, held while true. Walking to it is the read receipt.
Chat is one switch away, always — the same two-word control as the app (01 · 1f). On kiduna.live the switch works and simply renders Chat here; the full app is a stated door, never a nag (03 · 3c).
R5's answer holds and is now law: sky never colors the world — it rims what would respond to your touch, and it breathes while that stays true. Ground, structures, and figures live entirely in the warm palette. The HUD is four elements, total: the container chip (top — where you are), contextual chips (rise on approach, ranked by distance and consequence), the ally band (bottom, always), and sky rims in the world. There is no fifth element: no minimap, no quest log, no inventory, no settings gear. Menus, where a fuller UI is genuinely needed, are Chat's slide-over cards — Live borrows them and returns you to the ground.
Steering is three gestures — tap to walk, drag to look, pinch to rise. Everything else is conversation. (R5 §3, unchanged.)
Menus are borrowed, not built. When a chip opens a fuller UI (a Move's debrief, a grant panel), it is Chat's slide-over card rendered above the ground, and closing returns you to the exact spot — Live never grows its own settings tree.
Actors are dotted-cream squares, allies are warm circles, members are gradient circles — the sprite vocabulary (2e) keeps who-is-what legible before any label reads.
Chat's contextual-action engine (Orchestration §6), with distance as a new input. Chips rise as you approach what they concern and settle away as you pass — ranked by distance first, consequence second, never more than three at once. Access renders as geometry: at range, an ally↔ally exchange shows only its public shape; within a relationship's grants, walking closer reveals what both sides allow; what you cannot access never gets a chip at all — absence, not a locked door.
Watchability is symmetric and disclosed. "Listen in — both sides allow it" states its own grant; an exchange neither side opened simply keeps its caption at every distance. Boundary enforcement renders as the world's quiet, never as a shield icon.
Never more than three chips. Ranked by distance, then consequence; the ally band can always say the rest ("what else can I do here?").
Moves are the authored Live experiences — scenes, vibes, games — built in Studio; Kidunaversity is the first. Sim-flagged Moves obey the absolute boundary: nothing inside affects the Kidunaverse. The sim grammar from R4/R5 holds whole: dashed borders on every value-bearing container, hollow emberless gold for practice signatures, the practice currency named in-fiction (Foundry Scrip) before its wallet ever renders, and a standing footer stating the architecture. Goals are the ally's sentences; completed goals strike through; outcomes are told once, as story, in the debrief. Numbers may exist inside the fiction — they never rank people.
The practice hold is press-and-hold's only legal double: hollow gold, no embers, no haptic — training the gesture while keeping the ceremony unmistakably real elsewhere.
Authored vs. sim are orthogonal flags. A Move can be real (a gathering scene, a welcome vibe) — solid borders, real gold; the dashed grammar belongs to the sim flag alone, never to Moves as a class.
The whole of Live is built from a closed set, honed the way Kidunaversity's has been. Growing the set is a design act in Studio, not a per-scene improvisation — a new tile class ships like a new skill: versioned, named, everywhere at once.
Where finished art doesn't exist, the models render a bounded room. The design law (R5, now permanent): the sentence prints first, and nothing may draw that the sentence didn't state. Line strokes on dark, sprites and HUD identical to authored space, a permanent "drawn live" chip. At launch the fallback is most of the world — so it is a designed material, not an apology.
Assembly order carries the honesty (MOTION-ADDENDUM-R6 §3): sentence → boundary → openings → furniture → sprites, ≤1200ms. Revisions redraw only the changed strokes; the room never re-assembles wholesale while occupied.
The "drawn live" chip never leaves — the one place Live labels its own finish, because a generated room passed off as authored would be the world's first lie.