Game UI Database entry identifies Screenshot 34 as the post-mission statistics screen with completion time, kill counts, and character-specific performance data.Screenshot 34: Game Totals and Progress Tags: Game Totals and ProgressDirect screenshot evidence used for the annotated context image and tight crop of the statistics panel.
Materials v

Post Mission Statistics Screen

Desperados 3 cover

Desperados 3

Status
Released
Year
2020
Genre
Strategy
Platforms
Windows, macOS, Linux

1. Summary

Post-mission results screen that summarizes how the completed mission was played. It combines global mission totals, such as difficulty, completion time, save/load counts, alarms, kills, injuries, civilians killed, bodies discovered, and "most" awards, with per-character contribution strips for Cooper and the second active party member.

Overview

The post-mission statistics screen is a non-diegetic results page shown after mission completion. It presents a completed-run audit: mission-wide counters on the left and character-specific contribution cards on the right, with BACK and CONTINUE controls below the panel.

The central STATISTICS panel uses a dark Western ornamental frame. The left table emphasizes global performance metrics such as difficulty, completion time, save/load count, alarm count, enemies killed, injuries suffered, civilians killed, bodies discovered, most kills, and most deaths. The right side summarizes participating characters with portraits, colored card frames, circular ability/item icons with count badges, plus kills and time contribution.

Annotated full-screen context for the post-mission statistics screen
Tight crop of the post-mission statistics panel showing mission totals and character cards

Job Story

When I finish a mission, I want to review exact performance totals and character contribution breakdowns, so that I can understand how cleanly I completed the level and decide whether to replay for better badges or personal goals.

Classification

  • diegesis: Non-diegetic
  • functional_type: Management screen
  • component_type: List/grid

Wireframe

+--------------------------------------------------------------------------------+
|                                  STATISTICS                                     |
|                                                                                |
|  DIFFICULTY:                         NORMAL     +----------------------------+ |
|  COMPLETION TIME:                    28:03      | Character card: Cooper     | |
|  SAVE COUNT:                         23         | portrait + icons/counts     | |
|  LOAD COUNT:                         4          | KILLS / TIME                | |
|  ALARM COUNT:                        5          +----------------------------+ |
|  ENEMIES KILLED:                     43/50      | Character card: ally       | |
|  INJURIES SUFFERED:                  2          | portrait + icons/counts     | |
|  CIVILIANS KILLED:                   0/0        | KILLS / TIME                | |
|  BODIES DISCOVERED:                  2          +----------------------------+ |
|  MOST KILLS:                         COOPER                                   |
|  MOST DEATHS:                        COOPER                                   |
|                                                                                |
+--------------------------------------------------------------------------------+
                              [ BACK ]  [ CONTINUE ]

Components

  • Screen title: STATISTICS.
  • Mission total rows: label/value pairs for difficulty, completion time, save count, load count, alarm count, enemies killed, injuries suffered, civilians killed, bodies discovered, most kills, and most deaths.
  • Character contribution card: portrait, colored border, ability/item icons, count badges, kills total, and time share.
  • Footer navigation buttons: BACK and CONTINUE.
  • Decorative frame: dark panel background, ornamental corners, and divider lines.

Parameters & Audio

ParameterValue
Screen transition likely uses the same post-mission menu fade/slide treatment as the badges result page; no animation is directly evidenced in the static screenshot.Screen transition likely uses the same post-mission menu fade/slide treatment as the badges result page; no animation is directly evidenced in the static screenshot.
Button activation should use standard menu confirmation audio.Button activation should use standard menu confirmation audio.
Focus changes between BACK and CONTINUE should use standard navigation ticks.Focus changes between BACK and CONTINUE should use standard navigation ticks.
No diegetic or haptic-only feedback is indicated by the evidence.No diegetic or haptic-only feedback is indicated by the evidence.

Dependencies & Logic

  • Requires a completed mission run with persisted result counters.
  • Reads mission metadata such as selected difficulty and total enemies/civilians.
  • Reads performance counters from gameplay systems: completion time, saves, loads, alarms, kills, injuries, and discovered bodies.
  • Reads per-character participation data: active time, kills, and ability/item usage counts.
  • Depends on party composition for how many character cards are shown.

BDD Scenarios

Scenario: Show completed mission totals

Given
the player has completed a mission
When
the statistics page opens
Then
the screen displays difficulty, completion time, save count, load count, alarms, kills, injuries, civilians killed, bodies discovered, most kills, and most deaths as read-only rows

Scenario: Show character contributions

Given
the completed mission included playable characters
When
the statistics page is visible
Then
each visible character card shows a portrait, ability or item counts, kills, and time contribution

Scenario: Continue from statistics

Given
the statistics page is visible
When
the player activates `CONTINUE`
Then
the post-mission flow advances to the next destination

Scenario: Return to previous results page

Given
the statistics page is visible
When
the player activates `BACK`
Then
the UI returns to the previous post-mission results page

Edge Cases

  • Zero-value counters should remain readable and explicit rather than being omitted.
  • Missions with no civilians should show a clear denominator, as in 0/0.
  • Long character names or high count values must not overlap circular icon badges.
  • If fewer or more characters participated, the right-side card stack must remain balanced against the large left-side totals table.
  • Replayed missions should ensure counters reflect the current completed run, not earlier attempts.

QA Notes

  • Verify all mission-wide counters match gameplay telemetry for the completed run.
  • Verify per-character kills, time percentage, and icon counts match the replay/stat source data.
  • Verify BACK and CONTINUE preserve the correct post-mission flow order.
  • Verify keyboard/controller focus can move between footer buttons and activate each action.
  • Verify zero values and maximum plausible values remain legible at target resolutions.

References

  1. 1.

    Desperados III (L214-218 of 283)

  2. 2.

    Desperados III