The brief
Space Misfits is a Web3 space sim with a lot going on under the hood: facilities, an in-game economy, an NFT gateway and a player-driven market. The challenge was to make all of that feel like a game, not a spreadsheet — a hangar a player wants to spend time in.
The approach
We treated the dashboard as a place, not a menu. Clear zones for ships, marketplace and inventory; a hierarchy that surfaces the next meaningful action; and Web3 touchpoints (ownership, trading) framed in the game's own language so they read as gameplay rather than a banking detour.

The outcome
A control center that carries a dense Web3 economy without losing the feel of a game — the part players see, touch, and judge. Layer 7, done properly.