I spent this pass making pressure feel more honest and the interface easier to parse at a glance.
Two things changed in a meaningful way: decay pressure got stricter, and the systems view finally looks like an actual control room.
## What Changed
I locked in dual-rotting with carry-over decay, then tuned dead_humans to a tighter 2-day baseline.
That means late harvesting no longer feels like a free reset. If a body was already aging on the ground, that decay progress now follows it into storage.
I also improved the Body Queue panel so the decay bars are easier to read when both dead humans and bodies are active. The graph is less noisy and better at showing where losses are really coming from.
On the visual side, I mapped custom icon art across the building lineup but i am not really happy with the art right now and a UI cleanup pass for panel flow and viewport edge cases.
## Why It Matters For Players
Early-game pressure is now more intentional.
If you ignore corpse flow too long, the game pushes back immediately instead of letting rot debt hide in weird edge timing.
At the same time, better panel readability means you can react faster: fix harvest bottlenecks, invest in preservation, and see whether your decay losses are stabilizing.
Short version: less ambiguity, more meaningful decisions.
## What I Want To Tune Next
I want to keep balancing the first pressure hump so it stays tense without turning into pure panic.



