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Create a playable 3D action-RPG slice titled “Moonrail Therian.” Use a fixed-angle, slightly elevated third-person camera that follows the player in a circular arena: camera offset approximately (0, 8.4, 7.6), looking toward the player. The setting is a magical train base at the center of a large circular ground area, surrounded by a glowing boundary ring, short straight rail segments crossing around the arena, scattered rocks, and stylized trees. The train base should include a blue locomotive, a brown carriage, a raised central pad, and a glowing act-colored lantern. Use a dark atmospheric low-poly/asset-kit visual style with soft shadows, fog, and act-dependent palettes: Act I “Ghostwood Line” is blue-green and foggy, Act II “Furnace Ridge” is warm brown/orange, and Act III “Astral Terminus” is dark violet/purple. Use animated humanoid and animal models when available, with simple low-poly fallback meshes if not. The core loop is: the player starts just outside the central train base, presses “Embark Boss” or keyboard E to summon the current boss, moves around the arena while defending the train, attacks the boss, defeats it, then chooses one of three randomly selected upgrades before continuing to the next boss. There are exactly 21 bosses, divided into three acts of seven. The ordered roster is: 1 Bramble Howler, 2 Lantern Stag, 3 Moss Reaper, 4 Fog Track Maw, 5 Silver Prowler, 6 Coal Thorn, 7 Hollow Conductor, 8 Ash Warden, 9 Cinder Widow, 10 Track Eater, 11 Furnace Seraph, 12 Iron Antler, 13 Rift Charger, 14 Pit Horn, 15 Null Skull, 16 Star Gnawer, 17 Night Engine, 18 Crown of Teeth, 19 Moon Tyrant, 20 Void Herald, 21 Last Dragon. Give bosses varied visual types—skull, deer, demon, wolf, and dragon—and scale their health, speed, damage, size, and projectile frequency upward across acts. Spawn each boss at the outer side of the arena. The boss pursues either the player or the train base, attacks at close range, and periodically fires a small glowing projectile toward the player or train. Show a boss health bar while active. Defeating bosses awards increasing score, advances the roster, repairs the train if the relevant upgrade is owned, and opens the upgrade-choice overlay. After all 21 are defeated, show a victory state and disable further summoning. Implement three shapeshifting player forms with visible form changes and distinct stats. Human is balanced: speed 4.4, damage 15, range 2.2, attack cooldown 0.52 seconds. Wolf is fastest and aggressive: speed 6.2, damage 19, range 1.85, cooldown 0.34. Deer has longer reach and safer spacing: speed 5.1, damage 17, range 2.35, cooldown 0.56. The player begins as Human, has 110 base health and 3 lives, and can be knocked out; after a short respawn delay they return near the train with partial health. If lives become exhausted or the train is destroyed, end the run. The player cannot enter the central train radius. Movement uses WASD or arrow keys, and the player faces the movement direction. Attack with Space or an on-screen “Claw”/Attack button: attacks create a colored expanding ring effect, check facing and range, damage the boss, apply knockback, and can produce critical hits and other upgrade effects. Use keyboard 1/2/3 to select Human/Wolf/Deer. On mobile provide a left virtual joystick, a Claw attack button, and a Shift button that cycles Human → Wolf → Deer. Include brief sound effects/tones for attacks, hits, summoning, form shifts, projectiles, upgrades, and victory if audio is available. The train base has its own health, starts at 160, can regenerate through upgrades, and is damaged when a boss reaches it or projectiles strike it. The player has a health bar, and both player and train health should be represented as horizontal bars. Include these 19 upgrades exactly, each selectable only once: Feral Fangs (+4 attack damage); Moonhide (+22 max health and heal 22); Fleet Paws (+0.55 move speed); Iron Boiler (+34 train max health and heal 20); Ember Core (train regenerates +0.45 HP/sec); Pulse Lantern (unlocks a train turret and adds +5 turret damage); Echo Slash (+0.4 attack range); Quick Shift (heal 10 on shapeshift); Wolf Instinct (Wolf +8 damage); Stag Charge (Deer +8 damage); Human Resolve (Human +8 damage); Spirit Sparks (attack cooldown reduced by 0.08 sec); Guardian Smoke (more attack knockback); Lucky Moon (+12% critical chance); Scavenger Coal (heal 1 on each boss hit); Ember Stride (+0.35 speed and +8 max health); Rail Blessing (repair train for 18 after defeating a boss); Storm Claws (each attack adds +4 splash damage with a visible beam effect); Warded Coupler (boss attacks against the train deal 18% less damage). After each boss, display three randomly chosen unowned upgrades as large selectable cards with title and description, pause gameplay while choosing, then resume. Build a translucent dark glass HUD over the game. In the upper-left show the heading “THERIAN STATUS,” the current act, form, lives, and upgrades collected out of 19, then the player health bar; beneath it show “Moonrail base,” boss progress such as “Boss 1/21,” score, and the orange train-health bar. Provide three form buttons labeled “1 Human,” “2 Wolf,” and “3 Deer,” with the current form outlined in its color, plus “Embark Boss” and desktop “Attack” buttons. In the upper-center show “BOSS HUNT,” the current boss or “Next: [name],” act/subtitle information, and the boss health bar when a boss is active. In a scrollable right-side “ACTS & UPGRADES” panel list all 21 bosses, marking defeated/current entries, and list all 19 upgrades, marking owned ones. On mobile reposition the panels to fit above the joystick and action buttons. Add short toast messages for events such as boss arrival, form changes, critical hits, defeat/respawn, and upgrade acquisition. Keep the arena and HUD readable on both desktop and mobile, with rounded panels, cool light-blue typography, colored gradient health bars, and a loading card titled “Moonrail Therian.”