lumir-cliente is a Minecraft client product. Its product intent, derived from the authoritative user requirement thread, is to deliver Lumi — a Minecraft client that bundles several functions beyond vanilla play, so that a player launches, connects, and plays Minecraft through Lumi with those additional functions available during use.
The audience is Minecraft players who want more than the vanilla experience: players who launch the game, pick a server or world, and then want extra client-side capability while playing. The product is a client application, not a server, not a hosting service, and not a marketplace.
Two hard product facts govern everything below:
Lumi is a desktop Minecraft client. A player arrives at a public entry surface, understands that Lumi is a Minecraft client with extra functions, opens the client, chooses where to play (a server or a local game), and then uses Lumi's additional functions while the client is running.
Current delivery is a first-party custom client UI with four navigable destinations, in this exact order and with this exact access:
All four are application-owned custom pages. None of them requires an account or sign-in; the accepted access contract for every one of them is none. Lumi therefore does not introduce account creation, login, profiles, subscriptions, or permission tiers. There is no differentiated visibility or role-based control anywhere in the accepted scope.
Actors:
Narrow exclusions for the current horizon: no account system, no authentication, no payment or store, no social or chat network, no server hosting, no moderation tooling, and no invented catalogue of specific mods or functions. The concrete list of "varias funciones" is deliberately left to the user; this document specifies how such functions are reached and surfaced, not which ones exist.
Lumi is delivered as a first-party client application with its own interface. The player's whole journey — discovering what Lumi is, opening it, choosing where to play, and reaching Lumi's extra functions — happens inside Lumi's own surfaces. Nothing in the accepted requirements hands any part of that journey to a provider-owned or external surface, and nothing in the accepted requirements makes any part of it headless.
Access is open. The accepted access contract states none for all four destinations, so the anonymous Landing surface is the true entry point and no protected destination exists. Because no destination is protected, there is no first-use identity establishment, no returning verification, and no session continuity requirement. The player can move from Landing to Launcher to Servers to Features without ever identifying themselves.
The current horizon covers the client's entry, launch, connection, and function-access lifecycle. Future horizon (not current, not in any page or acceptance criterion): the concrete set of additional functions, any per-function configuration depth, and any distribution or update mechanism beyond opening the client.
FR-1 — Product identity As a Jugador de Minecraft, I should see the product presented as Lumi everywhere in the client, so that I recognize the client I am using.
FR-2 — Understand that Lumi is a Minecraft client with several functions As a Jugador de Minecraft, I should understand from the entry surface that Lumi is a Minecraft client that carries several functions, so that I know what I am opening before I open it.
FR-3 — Open the Lumi client As a Jugador de Minecraft, I should open the Lumi client from the entry surface, so that I can start playing through Lumi.
FR-4 — Start the client and observe its state As a Jugador de Minecraft, I should start the Lumi client and see whether it is starting, running, or stopped, so that I know when I can play.
FR-5 — Choose where to play As a Jugador de Minecraft, I should see the servers or games available to me and select one, so that I can decide where to play.
FR-6 — Add a server or game by address As a Jugador de Minecraft, I should add a server or game by its address, so that I can play somewhere that is not already listed.
FR-7 — Connect to the selected server or game As a Jugador de Minecraft, I should connect to the server or game I selected, so that I can play Minecraft through Lumi.
FR-8 — Reach Lumi's additional functions during use As a Jugador de Minecraft, I should reach Lumi's additional functions while I am using the client, so that I get the "varias funciones" that make Lumi more than vanilla.
FR-9 — Enable or disable a function and see the result As a Jugador de Minecraft, I should turn a function on or off and immediately see its state, so that I control what Lumi does while I play.
FR-10 — Read live client instrument data As a Jugador de Minecraft, I should see the client's live-looking instrument data — FPS, ping, version, and function count — so that I can judge how the client is performing.
Product context. This player already plays Minecraft and is looking for a client that does more than vanilla. They are comfortable with launchers, server addresses, versions, and ping numbers, and they judge a client by how it feels to run — fast, responsive, and visibly instrumented. They play in a dark room, often fullscreen, and they want the client to read as an upgrade rather than a settings window.
Primary goal. Play Minecraft through Lumi, on the server or game of their choice, with Lumi's additional functions available while they play.
Distinct accepted responsibilities.
Relevant inputs and decisions. The server or game address; which target to select; whether to connect or retry; which functions to enable; whether a reported failure warrants a retry or a different target.
Interactions with other accepted participants. The player's counterpart in the connection lifecycle is the Minecraft server or game instance, which is an external system rather than a persona: it accepts or refuses the connection and returns the state the player reads. There is no other human participant in the accepted scope — no account holder, no administrator, no moderator, and no other player role is established by the source.
Observable success. The client is running, the player is connected to the chosen target, the functions they enabled are active, and the data rail reflects the running client.
What makes this role's work different. This is not an administrative or configuration role. The player's work is a short, repeated, low-friction loop — open, start, pick, connect, adjust, play — performed under time pressure and judged by feel. Every state the player needs (launch state, connection state, function state, performance) must be visible without navigating away from what they are doing, which is why the instrument data rail is persistent rather than a separate reporting surface.
Authoritative creative direction: Cinematic future tech after Gleb Kuznetsov. Muse: Gleb Kuznetsov. Headline register: powerful, fast, slightly illicit, glowing — a futuristic cockpit over the blocky world.
Color tokens (dark mode, exact):
| Role | Hex | Usage |
|---|---|---|
| Background | #07090F | Near-black navy ground; carries ~70% of every screen |
| Surface | #10141F | Glass panels at 60–80% opacity |
| Text | #E8EDF7 | Glassy text at low opacity; the only "white" |
| Primary | #22E0C8 | Functional signal — FPS counters, ping, active server, primary CTA |
| Accent | #FF4FD8 | Hot accent, used sparingly — one glow per screen, hover states, the inner light of the "Lumi" wordmark |
| Muted | #6B7689 | Micro-labels and inactive tabs |
Panel borders: 1px luminous edges at rgba(232,237,247,0.12). Connectors: thin 1px cyan strokes. Blue–indigo primaries (#2563EB, #4F46E5, #6366F1 family) and white or near-white grounds are forbidden.
Typography:
-0.02em tracking; micro-labels uppercase at 11px with 0.18em tracking.clamp(...) with their mobile size so text stays whole at 375px.system-ui are forbidden for headings and body.Shape language: floating glass panels with 14px radii and 1px luminous edges; thin 1px cyan strokes as connectors; radial gauge rings for performance metrics; hard-edged voxel cubes as the only sharp-cornered element in the UI. The contrast between soft glass chrome and the cubic world is the point.
Layout: full-bleed dark stage as the page. Content floats as glass cards in a loose 12-column grid with 96px gutters on desktop and 20px on mobile. Section transitions are horizontal light sweeps rather than hard rules. Launcher, Servers, and Features each get one dominant panel plus a data rail — never a grid of identical hover-lift cards.
Imagery: one crafted real-time 3D subject — a floating low-poly voxel island (grass block, torch, water block) with glowing cyan seam lines, rendered in Three.js with a slow orbit and emissive edges. Supporting imagery is abstract: particle fields, thin luminous wireframes, HUD arcs. No stock photos, no flat clip art, no Minecraft screenshot collage, no flat pixel-art illustration.
"Cockpit over the blocky world."
The public entry — Landing — is a full-bleed #07090F stage. The left 7 columns hold a stacked headline in Space Grotesk 700, flush-left, reading "TU MINECRAFT, RECARGADO" with the second line in cyan #22E0C8. Beneath it sits a single mono line of live client data — FPS 240 · PING 12ms · 1.21.4 — and one cyan pill CTA, "Abrir Lumi". The right 5 columns carry the Three.js voxel island, bleeding off the right and bottom edges, lit only by its own emissive seams and a magenta #FF4FD8 rim light. Behind everything, a faint radial particle field drifts. A thin cyan hairline runs the full viewport width beneath the fold line as a section divider.
The concept's argument is that Lumi's value is invisible machinery — FPS, ping, version, function count — and the design makes that machinery the visible subject. The voxel island is the world; the glass, the seams, and the instrument numerals are the client wrapped around it. The persistent bottom data rail carries the same idea into every surface, so the player never leaves the cockpit to check the instruments.
This concept recomposes only accepted content and controls: the product statement, the client data readout, the "Abrir Lumi" control, and the navigation into the client. It introduces no new behaviour, page, or destination.
Interaction Model: Animated Motion Tempo: cinematic Hero Dimensionality: webgl
Landing Hero Motion Brief
#07090F stage; headline flush-left in the left 7 columns with the second line in cyan; the mono data line and cyan pill CTA beneath it; the voxel island occupying the right 5 columns and bleeding off the right and bottom edges; the faint radial particle field behind; the cyan hairline divider beneath the fold line.Landing Hero 3D Scene Brief — DIRECTION-DERIVED
One crafted real-time object: a compact low-poly voxel island built from a small number of hard-edged cubes — a grass block, a torch, and a water block — with emissive cyan seam lines along the cube edges and a magenta rim light from behind. The scene shows the product's defining state: a blocky world rendered inside a glowing client. It orbits slowly and continuously, is lit only by its own emissive seams and the rim light, and is composed to bleed off the right and bottom edges of the viewport. Under prefers-reduced-motion the orbit stops and the island holds a single composed pose.
prefers-reduced-motion by freezing to a static layered composition with counters pre-resolved. Provenance: explicit creative direction. Rationale: accessibility of the cinematic motion language.none for all four destinations). Rationale: the accepted journeys contain no identity step, and adding one would introduce an unaccepted capability.No Kubernetes deployment is required by the accepted scope.
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