mercy-24 is a personal game-server control product. The user asked, in Arabic, for a server that stays running 24 hours a day and that is linked to their game: "ابنيلي سيرفر يفضل شغال 24 ساعة اربطة بلعبتي". The product therefore exists to give a single game owner/operator a persistent, always-on server they control, and a way to connect that server to their own game.
The audience is one technical, self-reliant player-operator — the Game Server Owner — who wants a machine that simply never stops. The product's core proof is continuity: uptime, heartbeat, and live connection state. The interface is a control surface for that continuity, not a general hosting marketplace, not a social platform, and not a multi-tenant administration suite.
mercy-24 is a first-party web application with an application-owned identity boundary and a backend that runs and monitors the owner's game server continuously.
Current delivery consists of five pages, in this order:
Actors:
Accepted behavior in scope: continuous server operation with a stated preference for 24-hour-a-day availability; starting and keeping the server running; linking the server to the owner's game; and the identity continuity needed to return to that durable configuration.
Narrow exclusions: no multi-user collaboration, no role or permission differentiation, no billing or marketplace, no game hosting for third parties, and no game client modification. The game itself remains external and is owned by the user.
The product is delivered as a first-party web application. The public entry, enrollment, and returning verification are anonymously reachable; the two operational destinations — Server and Game Link — require the owner to be verified, because the server runtime and the game link are durable, owner-specific state that must remain bound to the correct person across visits.
Identity is application-owned and established by self-service enrollment, because the owner independently begins using the product and no invitation, provisioning, or deployment bootstrap boundary is established by the source. Enrollment and returning verification are journey prerequisites only; they do not introduce account-management, team, or permission features.
The server runtime itself is a backend responsibility: it runs continuously and is monitored by the product. The owner's interaction with it — starting it, watching it stay up, and linking it to the game — is first-party UI. The owner's game is external: mercy-24 connects out to it, and the game is never re-implemented inside this product.
Everything described in this document is current. No future-horizon requirements were stated by the user.
Not applicable. No reference directive with content_source authority was supplied.
LINKED / NOT LINKED ruled label. When no server is running yet, the uptime readout shows 24H:00M:00S at zero and the link label reads NOT LINKED.START THE SERVER — a hard-edged teal-outlined rectangle cut into the canvas edge at bottom-left. For an anonymous visitor this leads into the identity boundary (Sign Up, or Login if already enrolled).Connect your game → — a quieter text link leading to the same identity boundary, then to Game Link.MERCY-24 rotated 90° and a single status dot (cyan when running, ember orange when down); oversized flush-left headline across columns 1–7; live telemetry stack in columns 9–12; numbered sections 01 / 02 / 03 in the left gutter below the fold, separated by horizontal rules.NOT LINKED, status dot ember orange. Success — running server: uptime counting up, cyan heartbeat trace, status dot cyan. Error — telemetry unavailable: the readout rows remain with an explicit unavailable marker rather than fabricated numbers. Recovery — the field and readouts resume on the next heartbeat tick.STOPPED, status dot ember orange. Success — running: uptime counting rather than jumping, live trace advancing, status dot cyan. Error — the server fails to start or the runtime stops unexpectedly: run state shows the failure, the status dot goes ember orange, and a single orange pulse marks the state change. Recovery — the owner restarts the server from the same control and uptime resumes from the new run.LINKED / NOT LINKED), the connection target, and the last successful connection time. Supporting visuals are diagrammatic: a thin cyan schematic of game client → MERCY-24 node → 24/7 heartbeat, and ink-wash data traces from the last 24 hours on a white-ground variant.NOT LINKED, no last-connection time. Success — LINKED, with the last successful connection time recorded and the schematic showing the live path. Error — the connection to the game fails: NOT LINKED with the failure stated plainly and no fabricated success. Recovery — the owner corrects the connection details and links again.FR-1 — Build a server for the owner's game (explicit) As a Game Server Owner, I should have a server built for my game, so that I have a machine of my own to run it on.
FR-2 — Keep the server running 24 hours a day (explicit; stated as a preference, not an absolute guarantee) As a Game Server Owner, I should have my server preferably running 24 hours a day, so that it is available continuously rather than only when I am present.
FR-3 — Link the server to the owner's game (explicit) As a Game Server Owner, I should link my server to my game, so that my game is connected to the server I control.
LINKED, the last successful connection time is recorded, and the schematic shows the live path from game client through the MERCY-24 node to the 24/7 heartbeat.NOT LINKED with the failure stated plainly; the owner corrects the details and links again.FR-4 — Self-service enrollment before first use (required_inference) As a Game Server Owner, I should be able to enroll myself before first use, so that my server configuration and game link stay bound to me.
START THE SERVER or Connect your game → on the anonymous Landing page without an existing identity.FR-5 — Returning verification before managing the server or game connection (required_inference) As a Game Server Owner, I should verify myself when I return, so that I regain control of my durable server runtime and game link.
FR-6 — Observe the server's live continuity state (required_inference) As a Game Server Owner, I should see my server's uptime, heartbeat, and link state at a glance, so that I can tell whether it is actually staying up.
FR-7 — Start and stop the server (required_inference) As a Game Server Owner, I should start and stop my server, so that I control when it runs.
Product context. A single technical, self-reliant player-operator who runs their own game and wants a machine that simply never stops. They are not shopping for hosting plans and they are not administering other people's servers; they want one persistent server of their own, connected to their own game. They read numbers for a living, so the product's proof of value is telemetry they can trust: uptime, heartbeat, tick rate, ping, connected players, link state.
Primary goal. To have a persistent, always-available server they control, with their game connected to it.
Distinct accepted responsibilities.
Relevant inputs and decisions. Their game's connection details; the decision to start or stop the server; the decision to link or unlink the game; the judgment, from the readouts, of whether the server is healthy.
Interactions with other accepted participants. The owner is the only accepted human actor. Their counterparties are non-human: the mercy-24 backend runtime, which executes the server and maintains the heartbeat, and the owner's own game, which is external and receives the outbound connection. The owner initiates; the runtime and the game respond; the owner observes the result on the Server and Game Link pages.
Observable success. The server is running continuously with uptime accumulating, the status dot in the left rail is cyan, and the Game Link page reads LINKED with a recorded last successful connection.
What makes this role distinct. The owner is simultaneously the operator and the sole beneficiary. There is no team, no client, and no approval chain: every decision — enroll, verify, start, stop, link, unlink — is theirs alone, and the only thing they are accountable to is whether the machine stayed up.
24H:00M:00S at zero with NOT LINKED and an ember orange status dot in the left rail.START THE SERVER, the hard-edged teal-outlined rectangle cut into the canvas edge at bottom-left.STOPPED, uptime zeroed, and the status dot ember orange. The owner uses the start control.Failure and recovery: if the server fails to start, run state shows the failure and the status dot stays ember orange; the owner retries from the same control and uptime resumes from the new run. If telemetry is unavailable, the readout rows remain with an explicit unavailable marker rather than fabricated numbers, and resume on the next heartbeat tick.
NOT LINKED, no last-connection time, and the schematic of game client → MERCY-24 node → 24/7 heartbeat with the path not yet live.LINKED, the last successful connection time is recorded, and the schematic shows the live path.Failure and recovery: if the connection to the game fails, the page reads NOT LINKED with the failure stated plainly and no fabricated success; the owner corrects the connection details and links again. If the owner later needs to sever the connection, they use the unlink control and the page returns to NOT LINKED.
Failure and recovery: if credentials are not accepted, the error is stated inline without revealing which field failed; the owner retries, or moves to Sign Up if they have not enrolled.
The creative direction is authoritative for this section: Data made physical — a 24-hour uptime sculpture that never sleeps, after the muse Refik Anadol. The headline idea is that the product's core proof is continuity — uptime, heartbeat, live connection — which is literally a stream of data, so the visual language is a live data sculpture rather than decoration.
Mode. Dark mode.
Colour tokens by role.
| Role | Hex | Use |
|---|---|---|
| Background (ground) | #08090C | The room. Full-bleed canvas ground. |
| Surface | #12141A | Panels and readout rows. |
| Hairline | #232733 | 1px borders and rules between rows. |
| Text (primary) | #F2F3F7 | Luminous off-white body and headings. |
| Text (secondary) | #7C8496 | Secondary readouts and labels. |
| Primary (data flow) | #12E0C8 | Particles, live traces, uptime numerals, running-state glow. Used sparingly as light, never as a fill. |
| Accent (hot signal) | #FF5A2E | The single hot signal reserved for state change and danger: STOP SERVER, a dropped link, a restart. |
Ratio: roughly 80% ground / 12% surface / 6% cyan light / 2% orange.
Typography.
clamp(64px, …, 168px), tracking -0.02em, sentence case, with the key noun in italic — a museum wall label blown up to poster scale.0.14em tracking.tabular-nums, weight 500.Shape language. Almost no shape at all — the generative field supplies the form. Panels are flat rectangles with 2px radii and 1px #232733 borders. No shadows, no glass blur, no pill buttons. The only curves in the interface are the arcs of the particle flow and the circular uptime ring. Controls are hard-edged rectangles with a 1px underline on hover. Anything that would read as a card with a soft shadow is forbidden.
Layout. Full-bleed generative canvas as the first viewport, with a fixed 72px left rail carrying the wordmark MERCY-24 rotated 90° and a status dot. Content sits on a 12-column grid with a 96px outer margin; the hero headline occupies columns 1–7 and the live telemetry stack columns 9–12, so type and data face each other across the field. Below the fold: horizontal rules only, sections numbered 01 / 02 / 03 in the left gutter, generous 160px vertical rhythm, no cards — rows and rules instead. The Server page replaces the canvas with a single full-width live trace plus a ruled readout table (label left, tabular value right, hairline between every row).
Imagery style. No stock photography, no 3D game renders, no clip art. The imagery is the generative render: a particle/flow field seeded from the server's own telemetry (uptime seconds, tick rate, player count, ping), so the hero looks different for every user's server. Supporting visuals are diagrammatic — a thin cyan schematic of game client → MERCY-24 node → 24/7 heartbeat, and ink-wash data traces from the last 24 hours on a white-ground variant for the link page.
The public entry is a live data sculpture, not a marketing page.
The first screen is a full-bleed black generative canvas (#08090C) where a slow luminous cyan particle field flows left-to-right like a current, seeded by the server's live uptime. Over it, flush-left and not centred: the headline "A server that never sleeps." set in Instrument Serif at 168px across columns 1–7, with "never sleeps" in italic and the final word clipped slightly by the viewport edge — type as architecture. In the right columns, a bare telemetry stack: 24H:00M:00S uptime counting up in tabular figures, a thin cyan heartbeat trace, and LINKED / NOT LINKED as a ruled label. The primary CTA is a hard-edged teal-outlined rectangle cut into the canvas edge at bottom-left, reading START THE SERVER; a second, quieter text link reads Connect your game →.
The fixed 72px left rail spells MERCY-24 rotated 90°, with a single status dot that is cyan when running and ember orange when down — the whole app's state readable from the gutter. There is no gradient blob, no centred stack, and no blue button: the field is the hero and the type sits on top of it like a caption on an artwork.
This concept recomposes only accepted content, states, and controls: the uptime readout, the heartbeat trace, the link label, the start action, and the connect-game action.
Interaction Model: Animated Motion Tempo: cinematic Hero Dimensionality: webgl
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