What changed, and why
The play screen's top bar (the HUD) carried a small status pill: a colored dot next to a word. While you played it read Active; when a run ended it read Victory or Defeat. This change removes it.
The word earned its place in only one of those states, and barely. During play it always said "Active", which tells the player nothing they don't already know. The two end states already get a full-screen takeover (the EndGameScreen, pinned fixed inset-0), so the bar's copy was redundant there too. What's left is an 11-line deletion in one file, pages/play.vue: the pill's markup and the two computeds that fed it.
What came out
The pill lived in the run-controls cluster that appears once an objective is live, sitting between the messages counter and the new-timeline (↻) button.
statusDot painted the dot; statusWord was the label.
Removed — the status pill (from the HUD header) · 4 lines
Two computeds fed it, mapping the game's status to a dot color and that word:
Removed — statusDot and statusWord · 6 lines
The header now, and why it's safe
After the cut, the cluster holds just the messages counter and the reset control. The parent flex row's gap handles spacing, so removing the middle child shifts nothing else.
The HUD header at HEAD. The run-controls cluster (line 16) now goes straight from the counter to the reset control.
pages/play.vue · 567 lines
⋯ 3 lines hidden (lines 1–3)
⋯ 528 lines hidden (lines 40–567)
Checks: nuxt typecheck is clean (the template's references resolve against the script), a production nuxt build compiles the page, and the 463-test unit suite passes.