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play-mode-menu-surface.md

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number 23
title No play-mode MENU surface
status answered
gap ~~no play-mode MENU surface~~
blocks `dungeon-realms`
workaround **ANSWERED by core** — a HUD screen with `input: 'menu'` frees the pointer and core's HUD ring gives arrows/Enter/gamepad A; Dungeon Realms moved its Start/victory menu there in roadmap 30 (the DOM card stays for a graph with no HUD, `drmenu show`)

Found in: modules/dungeon-realms (21-C C6.2). The start / victory menu is a modal, keyboard-driven (↑↓ + Enter, because play mode holds pointer lock), focus-owning dialog. It is neither a HUD element (a HUD publishes values and reacts to presses; it does not own focus or arrow-key navigation) nor a toolbox (hidden in play mode by design). It stays module DOM (#dr-menu, restyled onto the app's card conventions).

Ask: a hudscreen variant with input: 'menu' that OWNS keyboard focus and arrow navigation between its buttons while pointer-locked, or api.registerPlayMenu({buttons}).

Still open from this list: #5 (replicated create/move — partly answered by the 17-A world api: api.create/api.moveObject exist), #7, #10 (answered differently: a TEMPLATE carries the placed nodes, so the api needs no graph write path — closing), #13 and #14 (21-B's play-mode work), #15.

Also in the same branch: user modules now install/update/disable/remove LIVE (full teardown journal), every card has a Dev URL + Reload + Auto-poll row (A2 — no page reload while you iterate), and the manager grew a Browse tab reading this repo's index.json off jsDelivr (A3) — add your modules to index.json (id/name/version/description/author/source/zip) when they land.